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Jurrac

177 bytes added, 10 years ago
Weaknesses: Added a note about Fossil Excavation.
* Tough monsters: Like "[[Gladiator Beast]]" Decks, a "Jurrac" Deck that cannot defeat the opponent's monsters is crippled. If the opponent prevents you from Special Summoning, you will have to depend on Normal and Tribute Summons. If the opponent prevents you from battling (for example, with "[[Ally of Justice Catastor]]") or eliminates the cards used to boost ATK, few of the monsters will do anything for you. For this reason, it's a good idea to run "[[Dimensional Prison]]" and similar cheap removal.
* Graveyard recursion: Besides "[[Jurrac Aeolo]]" and the difficult "[[Jurrac Meteor]]", Jurracs do not have many ways to Special Summon monsters from the Graveyard. "[[Jurrac Herra]]" can revive itself, but its effect should not trigger often in normal play. However, "[[Kinka-byo]]" and "[[Rekindling]]" can be used to recycle "[[Jurrac Aeolo]]" in a Deck centered on it, allowing for big plays from the Graveyard. "[[Fossil Excavation]]" can also be used to dump and revive a "Jurrac" monster, but is very vulnerable to "[[Mystical Space Typhoon]]" and negates the revived monster's effect.
* Backrow dependence: Due to high draw power combined with a lack of [[Continuous Monster Effect|Continuous]] or [[Quick Effect]]s, "Jurracs" rely on Spell and Trap support to convert their physical strength into advantage. They can't do much against mass removal and OTKs. For this reason, "[[Effect Veiler]]" and "[[Starlight Road]]" are sometimes [[tech]]ed for use against Decks with explosive finishers ([[Plants]], [[Lightsworns]], etc.).

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