Archetype Analysis: Jurrac

Last updated: 08.03.2021

Jurrac Giganoto“, or: Burning dinosaur brings underwhelming results.

There was a time before useful generic Dinosaur support, when Dinosaurs belonged to the ranks of undersupported types like Pyro and Reptile. Back then “Jurassic World” was a Field Spell you kind of had to use if you wanted one, “Dino Rabbit” existed but was forced to use cards like “Kabazauls” due to lack of other useful Normal Monsters if you wanted something to accompany “Sabersaurus” in your deck and “Evolution Pills” were a nigh unplayable gimmick sacrificing Reptiles to gain access to what your deck was already supposed to run normally. During those times spawned a Dinosaur-focussed archetype named “Jurrac”, the Duel Terminal/Hidden Arsenal archetype that lore-wise whooped the arse of the “Fabled” monsters. Needless to say that “Jurrac” did not leave a huge impact in the Dinosaur-Type, or else people would know about the giant potential of cards like “Jurrac Giganoto“; but let us still take a look at what the fire-y dinos can do.

Disclaimer: None of the information given by me is set in stone. Having an open mind in deck building and including creative ideas is always helpful, if only to further understand the playstyle and strategy of the deck you are about to build. There are probably choices that I list which can be labled as debatable, but no platform I know of gives a broad overview over both the archetypes and all the card choices, so I aimed to do just that. I will try to keep this page (as well as the other ones, once they are made) up-to-date, so if any reader feels like I skipped some amazing tech choice or a crucial card, just drop me a note and I will add the missing information if necessary. Furthermore, I use a number of sources for ideas and information, so a list with links that I deem useful is attached to the end of the page and credit is given whenever I can point to a source to do so.

Strategy-wise, “Jurrac” is a beatdown archetype in the purest form: Almost every monster either features a bonus when destroying monsters in battle or gains stat boost to make running over things easier. They are all Fire Dinosaurs, which allows them to use a small pool of generic support cards and their goal is to summon their Synchro Monsters which further emphasize the battle focus the “Jurrac” archetype has. Note that every non-tribute Normal Summonable monster in the archetype stops at 1700 ATK, which makes the inclusion of stat boost cards mandatory. What cards those can be is discussed further down on the page, for now let’s get acquinted with the archetype itself:

Archetype:

File:JurracAeolo-HA04-EN-SR-1E.jpg

Name: “Jurrac Aeolo
Level/Rank: 1
ATK/DEF: 200/200
Attribute/Type: Fire Dinosaur

You can Tribute this card to select 1 Level 4 or lower "Jurrac" monster in your Graveyard, except "Jurrac Aeolo". Special Summon that monster from the Graveyard.

If there is one of the “Jurrac” dinos at all that has risen to rogue fame and has acquired a hefty price, it is “Jurrac Aeolo”. It is a Level 1 monster (making it an obvious “One for One” target), has 200 in both ATK and DEF (which in terms of defense allows for revival via “Rekindling“), and is a Tuner, which is probably the most useful aspect “Jurrac Aeolo” brings forward. There are nearly no useful Dinosaur-Type Tuners and “Jurrac Aeolo” more than fits the bill, since its brethren are not nearly as accessable as “Jurrac Aeolo” is. In “Jurrac”, you can even use its effect for for graveyard schenanigans: You can tribute “Jurrac Aeolo”, choose a Level 4 or lower “Jurrac” monster in your graveyard except another copy of “Jurrac Aeolo” and Special Summon the target. So as soon as you have “Jurrac Aeolo” on the field, you can simply decide to switch it against something in the graveyard, making it the “Jurrac” version of the Swiss pocketknife (since “Jurrac” also features attachments that no one knows the usage off and which will therefore stay unused forever). Depending on what cards you want to add on a generic level, I would recommend two or three copies.

Recommended copies: 2-3

File:JurracGallim-BPW2-NA-C-1E.png

Name: “Jurrac Gallim
Level/Rank: 2
ATK/DEF: 1200/0
Attribute/Type: Fire Dinosaur

When this card is destroyed by battle and sent to the Graveyard: Your opponent can discard 1 card to negate this card's effect, otherwise destroy the monster that destroyed this card.

“Jurrac Gallim” is lowering the card quality again. It is the Level 2 Tuner and comes with 1200 ATK, which is tiny in an archetype that focusses on battle, but this one is changing it up by asking to be destroyed instead: Should “Jurrac Gallim” be destroyed by battle and sent to the graveyard, you can destroy the opposing monster that destroyed “Jurrac Gallim” unless the opponent discards one card. That is a lot of text to say that it is a worse version of “Newdoria” and that is certainly not a good statement to make if you want to be raised into card quality heaven. Worse even, discarding a card might not even be considered a drawback by some archetype, which will happily discard some combo starter and then proceed to wreak your day. “Jurrac Gallim” probably only sees play due to the fact that it is the only Level 2 Tuner the “Jurracs” have to offer. So, if “Jurrac Gallim” is the only option to play (if you do not want to include other or more generic Tuners into the mix) play one or two copies of it, depending on how many you need for your Synchro Summons; otherwise, this is a straight zero.

Recommended copies: 0

File:JurracStauriko-SBTK-EN-SR-1E.png

Name: “Jurrac Stauriko
Level/Rank: 2
ATK/DEF: 500/400
Attribute/Type: Fire Dinosaur

If this card is destroyed by battle: Special Summon 2 "Jurrac Tokens" (Dinosaur/FIRE/Level 1/ATK 0/DEF 0) in Defense Position. They cannot be Tributed for a Tribute Summon, unless it is for a "Jurrac" monster.

“Jurrac Stauriko”, a low-stat Level 2 monster, is another candidate that is rather destroyed in battle than destroying stuff itself. The effect, however, while not the worst is nothing to boast about: When destroyed in battle, “Jurrac Stauriko” summons two “Jurrac Tokens” in Defense Position. Those tokens cannot be tributed for anything other than “Jurrac” monsters. Well, they do not need to be tributed at all, since those tokens are perfectly useable as material for a Link Summon, although they have to revive the opposing turn to get there. Now, while free monsters are all the rage at the moment and one might think that that makes “Jurrac Stauriko” a solid card, the battle destruction requirement added to the fact that this card would need extra support to get onto the field or being Normal Summoned makes this a no-go option in my book. Run zero.

Recommended copies: 0

File:JurracBrachis-HA03-EN-SR-1E.png

Name: “Jurrac Brachis
Level/Rank: 3
ATK/DEF: 1000/1000
Attribute/Type: Fire Dinosaur

While another face-up "Jurrac" monster is on the field, this card cannot be destroyed by battle.

After this ray of sunshine, we have to venture into the darkness that is the rest of the “Jurrac” archetype; remember, we are still in Duel Terminal/Hidden Arsenal territory here. “Jurrac Brachis” is a Level 3 Tuner and would therefore be useful in combination with Level 4 monsters to go into Level 7 Synchros. Unfortunately, this lizard is completely useless on its own, having 1000 in both stats, which would not be terribly bad since you want to use it for Synchro Summoning anyway, but also comes with a completely idiotic effect of being indestructible in battle as long as another “Jurrac” is on the field. The argument of not leaving “Jurrac Brachis” on the field makes this effect completely irrelevant and even if you decide to end your turn with “Jurrac Brachis” on the field, it is just a waste of space since it still can be dealt with by any other means and if it is in Attack Position will still cause you to take the battle damage, since the effect does not mention preventing it at all. Therefore, “Jurrac Brachis” is a waste of deck space and does not even work that great as a Level 3 Tuner in the archetype, since there is competition that is simply better. There is no reason to play any copies of “Jurrac Brachis”.

Recommended copies: 0

File:JurracDino-HA04-EN-SR-1E.jpg

Name: “Jurrac Dino
Level/Rank: 3
ATK/DEF: 1700/800
Attribute/Type: Fire Dinosaur

Once during each player's End Phase, if this card destroyed an opponent's monster by battle this turn, you can Tribute 1 "Jurrac" monster to draw 2 cards.

Here is the other Level 3 Tuner the “Jurracs” have to offer: “Jurrac Dino”. With 1700 ATK, it is not the best beater in the game, but is already winning the contest against “Jurrac Brachis” even without mentioning an effect. And the effect of “Jurrac Dino” is not even that bad: During the End Phase, if “Jurrac Dino” destroyed an opposing monster, you can tribute one “Jurrac” monster to draw two cards. I said not bad, no one mentioned anything resembling a really “good effect”. Still, “Jurrac Dino” is an kind off the archetypal version of “Cardcar D” and is a main stay in the deck for its overall usefulness in comparison to the rest of the archetype and it being a Level 3 Tuner. One to two copies should be just fine.

Recommended copies: 1-2

File:JurracMonoloph-HA02-EN-SR-1E.jpg

Name: “Jurrac Monoloph
Level/Rank: 3
ATK/DEF: 1500/1200
Attribute/Type: Fire Dinosaur

This card can attack all monsters your opponent controls once each.

“Jurrac Monoloph” is actually a monster that shows promise. It only has 1500 ATK, so it is 200 ATK weaker than most other beaters you can play, but its effect allows it to attack the entire opposing board instead of only attacking once. Pushing the ATK stat of one monster is incredibly easy if you play the right cards, so “Jurrac Monoloph”, while still being incredibly one-dimensional, can clear the field of any opposing monsters, dealing some significant damage and allowing the rest of its kin to attack directly. Oh, and it is another Level 3 Tuner, so you can even get some mileage out of the guy if you cannot buff it and are unable to kick over stuff. Overall, “Jurrac Monoloph” should be run by preference. The card itself is completely fine, but needs some ATK buffs to actually get some work done; it is up to you, whether you want to include some boosts or if you want to skip it instead.

Recommended copies: 0-3

File:JurracPtera-HA03-EN-SR-1E.jpg

Name: “Jurrac Ptera
Level/Rank: 3
ATK/DEF: 800/1500
Attribute/Type: Fire Dinosaur

If this card is attacked, return the attacking monster to the hand after damage calculation and this card gains DEF equal to the returned monster's Level x 100.

“Jurrac Ptera” follows a similar route as “Jurrac Protops” we will come to in a short while; at least in terms of stat gain: When attacked, this monster returns the attacker to the hand after the damage calculation and then gains DEF equal to the Level of the returned monster times 100. Now, while “Jurrac Protops” actually still supports the notion of attacking the opponent in order to reduce their life points, “Jurrac Ptera” throws any semblance of reason out the window and becomes a sad defense wall with 1500 DEF in a beatdown-focussed archetype. Worse even, the effect only triggers after the damage step, so if “Jurrac Ptera” leaves the field before that, the effect is not taking place, making it completely worthless. In the end, “Jurrac Ptera” is another candidate that falls short of being useful, so play zero copies.

Recommended copies: 0

Name: “Jurrac Guaiba
Level/Rank: 4
ATK/DEF: 1700/400
Attribute/Type: Fire Dinosaur

If this card destroys an opponent's monster by battle: You can Special Summon 1 "Jurrac" monster with 1700 or less ATK from your Deck, but it cannot declare an attack this turn.

“Jurrac Guaiba” is another beater that actually resembles “Flamvell Firedog” in stats, level and effect. It is Level 4 and has 1700 ATK, which is as high as you will get with Normal Summonable “Jurracs”, but it can Special Summon one “Jurrac” monster with 1700 or less ATK from the deck if it destroys an opposing monster. The summoned monster cannot attack during that turn, but that is a small price to pay to get more stuff on the field and this even allows you to opt going into “Evolzars” during Main Phase 2. Also, you can just as easily Special Summon a Tuner of your choice to the field and then proceed with a Synchro Summon in Main Phase 2. Overall, “Jurrac Guaiba” does not get me excited, but the effect is rather solid for the archetype it is part of and with usage of stat boost and some support cards further down in the article, it does actually work quite well. Due to the solid swarming the card provides, up to three copies of “Jurrac Guaiba” should work just fine.

Recommended copies: 2-3

File:JurracIguanon-HA03-EN-SR-1E.png

Name: “Jurrac Iguanon
Level/Rank: 4
ATK/DEF: 1700/700
Attribute/Type: Fire Dinosaur

If this card destroys an opponent's monster by battle, you can select 1 Set card your opponent controls, and return it to the hand.

“Jurrac Iguanon” is another 1700 ATK monster that is thankfully also Level 4. It also tries to bring some control elements to the party: When “Jurrac Iguanon” destroys a monster in battle, you can bounce one Set card on the opponent’s side of the field. Remember that this takes place after the battle, so any “Mirror Forces” or similar cards will already be triggered by that stage and any Set monster will already be flipped face-up since you probably needed to attack it; unless the opponent has two in which case you can actually apply the effect of “Jurrac Iguanon”. Let’s keep this short: “Jurrac Iguanon” actually tries to do something different when destroying monsters in battle, but unfortunately though the effect is not strong enough to make it worthwhile. Skip this monster.

Recommended copies: 0

File:JurracProtops-BP03-EN-C-1E.png

Name: “Jurrac Protops
Level/Rank: 4
ATK/DEF: 1700/1200
Attribute/Type: Fire Dinosaur

This card gains 100 ATK for each monster your opponent controls.

After the relatively useful monster that was “Jurrac Monoloph” further up in the article, we have “Jurrac Protops” who simply adopted the idea of getting itself bigger. Starting with the “Jurrac”-typical 1700 ATK, it also gains a bonus 100 ATK for every monster the opponent controls. So, in the best case scenario, this guy grows to 2300 ATK with a rammed board on the opposing side, but in more realistic terms will linger between 1700 ATK and 2000 ATK. For that bonus, it traded any other potential effect it could have sported, effectively making “Jurrac Protops” a Normal Monster with varying ATK-stats. Yes, “Jurrac Protops” can gain higher stats than the rest of the archetype without any outside help, but it still falls flat in usefulness, so play zero.

Recommended copies: 0

File:JurracVelo-HA02-EN-SR-1E.png

Name: “Jurrac Velo
Level/Rank: 4
ATK/DEF: 1700/1000
Attribute/Type: Fire Dinosaur

When this face-up Attack Position card attacks or is attacked, and it is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Jurrac" monster with 1700 or less ATK from your Deck.

The last Main Deck monster we have to talk about is “Jurrac Velo” and trust me it is as confused effect-wise as its color scheme might suggest. With a Level or 4 and 1700 ATK, it qualifies as a prime beater in the “Jurrac” archetype. However, its effect only triggers if it attacks or is attacked and is then destroyed in the process. Granted, should that happen “Jurrac Velo” Special Summons an 1700 ATK or less “Jurrac” monster from the deck, giving you further mileage out of the fact that one of your beaters got run over. There are even scenarios in the specific line of text which states that this effect is also activated when attacking comes in handy, such as when your opponent is activating “Honest” or “Kalut the Moon Shadow” and therefore racks up more ATK than your “Jurrac Velo”. Overall, “Jurrac Velo” fills an interesting niche in the deck but I would not go all out on copies of this guy. Try one to two copies of it though, which should be absolutely sufficient.

Recommended copies: 1-2

File:JurracHerra-SBTK-EN-SR-1E.png

Name: “Jurrac Herra
Level/Rank: 6
ATK/DEF: 2300/1500
Attribute/Type: Fire Dinosaur

When a Defense Position "Jurrac" monster you control, except "Jurrac Herra", is destroyed by battle and sent to the GY: You can Special Summon this card from your hand or GY.

We have to bring the archetype right down again in terms of power, because all that Special Summoning is too powerful; is probably something that some brain in the card design department thought when making “Jurrac Herra”. Level 6, 2300 ATK, but this guy has greater plans than being summoned with a tribute. Instead, its effect allows it to Special Summon itself from both hand or even the graveyard. So, where is the catch? Well, this effect can only be used if a Defense Position “Jurrac” monster you control is destroyed by battle and sent to the graveyard. Oh, so I have to have a monster in Defense Position in an archetype that depends to get stuff destroyed in battle for which you have to be in Attack Position, only to summon the unholy fusion of Blastoise and Charizard with 2300 ATK and nothing else to go for it to the field? Yeah, I think I pass on that one.

Recommended copies: 0

File:JurracSpinos-SBTK-EN-C-1E.png

Name: “Jurrac Spinos
Level/Rank: 7
ATK/DEF: 2600/1700
Attribute/Type: Fire Dinosaur

If this card destroys an opponent's monster by battle and sends it to the GY: Special Summon 1 "Spinos Token" (Dinosaur/FIRE/Level 1/ATK 300/DEF 0) in Attack Position to your opponent's field.

“Jurrac Spinos” is the first of the really big monsters. With a Level of 7, this guy would normally ask for two tributes while not being searchable via “Fossil Dig“. In fact, when I first looked at “Jurrac Spinos” to get an overall idea of what the archetype is supposed to do, it went straight into the “unplayable” category due to its non-sensical effect: If “Jurrac Spinos” destroys an opposing monster in battle and sends it to the graveyard, you have to Special Summon a Level 1 “Spinos Token” with 300 ATK and 0 DEF to the opposing side of the field. However, after watching the “Jurrac” deck profile from Dino Duel Academy (the link can be found further down in the article), I have to agree that the tokens “Jurrac Spinos” produces work perfectly well with “Lost World“. “Jurrac Spinos” still is rather bricky and with all the setup it still does not become a brilliant card to play, but it does make it at least tolerable as a one-off gimmick.

Recommended copies: 0-1

File:JurracTyrannus-SBSC-EN-C-1E.png

Name: “Jurrac Tyrannus
Level/Rank: 7
ATK/DEF: 2500/1400
Attribute/Type: Fire Dinosaur

You can Tribute 1 Dinosaur monster; this card gains 500 ATK. If this card destroys an opponent's monster by battle and sends it to the GY: This card gains 300 ATK.

Moving on, we have “Jurrac Tyrannus” to fill the spot for another big beater in “Jurrac” decks. Being Level 7 it still needs two tributes, but it thankfully can enter the field through other means. “Jurrac Tyrannus” starts with 2500 ATK, but it has two effects that can permanently buff its ATK-stat: You can tribute a Dinosaur monster for a 500 ATK gain or destroy one monster the opponent controls in battle via “Jurrac Tyrannus” to give it a 300 ATK boost. I personally kind of like the idea to have a monster on the board that can turn any access monster on the board in ATK-stat fuel, but at the end of the day, this things is just stats. “Jurrac Tyrannus” has no effect outside of stat boosts, making it rather weak in terms of board presence and effectively killable by everything, since it does not sport any protection. This is, unfortunately, another zero slot card.

Recommended copies: 0

File:JurracTitano-BP02-EN-R-1E.png

Name: “Jurrac Titano
Level/Rank: 9
ATK/DEF: 3000/2800
Attribute/Type: Fire Dinosaur

Cannot be Special Summoned. Cannot be targeted by Trap or monster effects. Once per turn: You can banish 1 "Jurrac" monster with 1700 or less ATK from your Graveyard; this card gains 1000 ATK until the End Phase.

“Jurrac Titano” is the highest level Main Deck monster the “Jurracs” have in their arsenal. With a Level of 9, it needs two tributes to enter the field; and it needs those tributes, since it cannot be Special Summoned, making Tribute Summon the only real option to get it on the field. For that, you get a 3000 ATK beater that cannot be targeted by Trap and monster effects and allows you to banish a “Jurrac” monster with 1700 ATK or less from your graveyard to boost its ATK by 1000. If you asked yourself what options you have in this archetype to ram into some “Aesirs”, here is your answer. But jokes aside, the fact that “Jurrac Titano” needs two tributes without any debate about how else it could enter the field is ruining it for me. Furthermore, not being able to be targeted by effects is nowhere near being immune to them, so “Jurrac Titano” gets killed by “Mirror Forces” (just to name an example) as much as any other dino. The boosting even actively works against one of the “Jurrac” Synchro monsters, which needs the graveyard packed with “Jurracs”. “Jurrac Titano” is sadly all brawn but no brain. Its reliance on Normal Summon makes it rather unplayable, but even without that hinderance it would not perform on a level other monster can do in the deck. Play zero.

Recommended copies: 0

File:JurracVelphito-HA03-EN-ScR-1E.png

Name: “Jurrac Velphito
Level/Rank: 5
ATK/DEF: ?/?
Attribute/Type: Fire Dinosaur

1 Tuner + 1 or more non-Tuner Dinosaur-Type monsters

This card's ATK and DEF are equal to the total original ATK of the Synchro Material Monsters used for its Synchro Summon. If this card attacks a face-down Defense Position monster, you can destroy the monster immediately with this card's effect without flipping it face-up or applying damage calculation.

The first of the Synchro/Extra Deck monsters is “Jurrac Velphito”. It is a Level 5 Synchro monster, which makes the usage of “Jurrac Aeolo” pretty reasonable. But wait, “Jurrac Velphito” has the combined stats of whatever materials you used to summon it, which might make “Jurrac Aeolo” an ill fit. Combinations like “Jurrac Gallim” and “Jurrac Monoloph” actually work rather well with an end result of 2700 ATK, but I admit that 1900 ATK with “Jurrac Aeolo” as material can also work in a pinch. But that is not all “Jurrac Velphito” does: When it attacks a face-down Defense Position monster, you can destroy it without flipping it up or applying damage. This means that you have your own in-archetypal version of “Drillroid“. This does not raise “Jurrac Velphito” into the power level of cards that are printed nowadays, but it is certainly nice to know that you can use it to maximum effect against certain archetypes and decks like “Krawlers”, “Subterrors”, or “Shaddolls” as well as certain “Prediction Princess” cards, just to name some examples. “Jurrac Velphito” is as solid of a low-level Synchro monster as you can expect and with solid stats and a situational effect, it is certainly worth an Extra Deck slot or two.

Recommended copies: 1-2

File:JurracGiganoto-HA02-EN-ScR-1E.jpg

Name: “Jurrac Giganoto
Level/Rank: 7
ATK/DEF: 2100/1800
Attribute/Type: Fire Dinosaur

1 Tuner + 1 or more non-Tuner Dinosaur-Type monsters

All face-up "Jurrac" monsters you control gain 200 ATK for each "Jurrac" monster in your Graveyard.

The next Synchro Monster a “Jurrac” player has access to is “Jurrac Giganoto”. It is a Level 7 monster and fairly generic in Dinosaur circles, since it needs any Tuner and one or more Dinosaur-Type monsters to be summoned. For that, you get the underwhelming stat block of 2100/1800, but “Jurrac Giganoto” comes with the effect of boosting any face-up “Jurrac” monster you control by 200 ATK for every “Jurrac” monster in the graveyard. Admittedly, this can spiral into 800+ ATK damage boosts with relative ease, the only problem is that it only works with “Jurracs” in both mentioned zones. That means that any “Souleating Oviraptors“, “Miscellaneousauruses“, or “Ultimate Conductor Tyrannos” will not profit from the boost in any way. Worse even, option two and three even actively use the graveyard as a resource and therefore will be emptying it of “Jurracs”; which are unfortunately also paramount for the effect of “Jurrac Giganoto”. The decision of playing “Jurrac Giganoto” really comes down to whether you think that it is worth more than the generic Dinosaur support; in my opinion, “Jurrac Giganoto” definitely has the short straw in that scenario. You can certainly play one copy without any consequences, but I would advice you not to get your hopes up too high if you also rely on the generic Dinosaur support.

Recommended copies: 0-1

File:JurracMeteor-HA04-EN-ScR-1E.png

Name: “Jurrac Meteor
Level/Rank: 10
ATK/DEF: 2800/2000
Attribute/Type: Fire Dinosaur

1 "Jurrac" Tuner + 2 or more non-Tuner Dinosaur-Type monsters

When this card is Synchro Summoned, destroy all cards on the field. Then, you can Special Summon 1 Tuner monster from your Graveyard.

The last Extra Deck monster in “Jurrac” and your factual boss monster is “Jurrac Meteor”; but it definitely takes a different approach to having that title than any other boss-y cards. As an older Synchro monster with a Level of 10, one could already see that you will not get this one on the field with only two monsters. Instead, “Jurrac Meteor” needs specifically one “Jurrac” Tuner monster and at least two other Dinosaurs to even enter the field. When you then managed to get it on the field, it certainly does not stay for long: Upon being Synchro Summoned, “Jurrac Meteor” destroys all cards on the field, then Special Summons a Tuner monster from your graveyard. That’s right, “Jurrac Meteor” functions like a “Black Rose Dragon“, but without the handy option of not blowing itself up on entry. Granted, “Jurrac Meteor” can fetch you something like “Jurrac Dino“, which makes a final push of summoning “Jurrac Meteor”, clearing the field and then attacking directly for 1700 ATK possible. It is a field nuke at your disposal, but the fact that it is also dooming itself makes it situational at best. I would suggest playing up to one copy, because I cannot really see “Jurrac Meteor” hitting the field twice in one game.

Recommended copies: 0-1

File:JurracImpact-AP05-EN-C-UE.png

Name:Jurrac Impact
Type: Normal Trap

If you control a Dinosaur-Type monster with 2500 or more ATK: Destroy all cards on the field.

The last card in the “Jurrac” archetype, and the only non-monster card on offer, is for all those of you who like the overall idea of “Jurrac Meteor“. “Jurrac Impact” is a Normal Trap card that can only be activated if you control a Dinosaur monster with 2500 ATK or more, in which case you destroy all cards on the field. “Jurrac Impact” technically transforms any big Dinosaur into a “Jurrac Meteor” and there is a surprising amount of cards that can trigger the activation condition: The “Jurrac Spinos” one-off you might play, “Ultimate Conductor Tyranno“, and a revived “Jurrac Meteor” are cards that come to mind right away. But since “Jurracs” like battle so much chances are that you also fit some ATK-boosting cards like “Solidarity” or “United We Stand” to help your dinosaurs. Why those cards exactly? Well, most of your monsters have 1700 ATK, which means they are 800 ATK short of the necessary 2500 ATK to activate “Jurrac Impact”. With those cards, not only are your monsters actually capable of wreaking havoc, but they also allow for the activation of the Trap card, which gives a certain threat to any “Jurrac” board with a big or boosted monster and a face-down card in the backrow. You will probably always lose quite a lot of resources due to playing “Jurrac Impact”, since using the Trap with a boosted dino is technically a -3 for you (before considering what your opponent is going to lose), but if you drag enough opposing stuff into the abyss with it, it is definitely worth it.”Jurrac Impact” is completely open in terms of the number of copies. You can play zero if you do not want to nuke your own board and rather rely on other cards, one works well enough as a gimmick that is so rarely used that your opponent might not expect it when it counts, and two to three will allow for semi-consistent nukes and works well with cards like “Babycerasaurus” and “Petiteranodon“. The ratio of “Jurrac Impact” is completely your choice.

Recommended copies: 0-3

“Jurracs” are in a bit of a pickle when it comes to Dinosaur engines: “Evol-” has Dinosaur cards in form of “Evolsaurs”, but none of those are really doing anything without being summoned via “Evoltiles”, which is turn do absolutely nothing for “Jurracs”; in fact they are more harmful than helpful in terms of overall consistency.

“Dinowrestler”:
The archetype itself is aiming more towards the summoning of Link monsters in Extra Deck terms, but there are a few cards that can be used to spice up your “Jurrac” deck. “Dinowrestler Pankratops” can be used in “Jurrac” as much as it can be in any other deck in existence, but with the bonus that you can actually use its Dinosaur typing for something. In more less known realms, the addition of “Dinowrestler Coalasilat” gives you access to a more useful Level 2 Tuner, which can be Special Summoned when no monsters are on your side of the field. In most cases it does not even matter that you cannot use it as Link Material for any non-“Dinowrestler” monster when summoned this way, since you will be using it for Synchro Summons anyway. And one powerful Synchro Summon can even be provided for by the “Dinowrestlers”: “Dinowrestler Giga Spinosavate“. This guy asks for a Dinosaur tuner, which would normally make him unusable to most decks, but “Jurracs” have no problem providing the necessary materials. For that, you get quite the powerhouse: A Level 8 with 3000 ATK that has the “Ancient Gear” protection in form of prohibiting your opponent from activating Spell and Trap cards when this guy battles, luring any attacks to him, having the ability of simply destroying an opposing monster once per turn and a protection effect that allows you to destroy another monster you control if “Giga Spinosavate” would be destroyed.

“Resonator”/”Red Dragon Archfiend”:
Shoutouts to Dino Duel Academy for his idea of combining “Jurracs” with some other big lizards: “Red Dragon Archfiend”. The deck profile itself uses three “Red Resonators” which are a great addition to any Fire-based deck that needs more swarming, since it technically already allows for a Level 3 – 6 Synchro Summon upon being Normal Summoned, and when Special Summoned via cards like “Rekindling” or “Monster Reborn” you gain life points for the ATK value of one face-up monster on the field as a bonus. Furthermore, the deck has two “Synkron Resonator“, allowing for further swarming, Synchro climbing and when it hits the you can add a different “Resonator” monster from your graveyard to your hand. With those amounts of “Resonators”, their searcher “Resonator Call” is a solid choice and allows for even more consistency. This can lead to monsters such as “Red Rising Dragon“, who is a “Red Dragon Archfiend” monster in everything but name. He can be summoned by using “Red Resonator” and a random Level 4, and afterwards resummons the used “Resonator” monster. “Red Rising Dragon” locks you into Extra Deck summons of Dark Dragon Synchro monsters, but that is exactly what you are going to continue with in form of “Hot Red Dragon Archfiend“, who is simply a 3000 ATK beater that is able to destroy any Attack Position monster other than itself once per turn. “Scarlight Red Dragon Archfiend” is also a Level 8 option that can destroy as many Special Summoned monsters on the field as possible and then inflict 500 damage for every monster destroyed. This effect also includes your own board, but can use cards like “Synkron Resonator” as burn fuel. From there, you have pretty much all the options the regular “Red Dragon Archfiends” have, so find some useful high-level Synchro monsters and go hogwild.

Further useful cards:

Main Deck monsters:

Babycerasaurus“:
One of the baby-dinos. While “Petiteranodon” also its place in decks, the fact that you will mostly run Level 4 or lower monsters and you want to attack with them right away makes “Babycerasaurus” the superior option. It works well with cards like “Souleating Oviraptor“, “Ultimate Conductor Tyranno“, “Jurrac Meteor“, and “Jurrac Impact“.

Miscellaneousaurus“:
Fire Dinosaur, check. Good stats, check. Discard effect for board immunity, check. In-built revival effect, check. “Miscellaneousaurus” is very useful card in any Dinosaur deck, and “Jurrac” is no exception to this rule.

Souleating Oviraptor“:
“Souleating Oviraptor” is just solid setup all around, being either a searcher or a “Foolish Burial” upon any summon, since both Normal Summons and Special Summons are valid while even having an upgraded version of “Jurrac Aeolo’s” revive effect to boot.

Ultimate Condutor Tyranno“:
Play this card. There are so many reasons why “Ultimate Conductor Tyranno” is an absolute mainstay in anything related to Dinosaurs. The stats are incredibly high for a monster that only asks for two Dinosaurs to be banished; it is therefore already setup for “Giant Rex” since it banishes the guy. Then, you can destroy one monster on the field or even in your hand and flip the entire monster line-up your opponent controls face-down, which is a destruction effect that works with “Babycerasaurus” and “Petiteranodon” and therefore potentially summon even more monsters. This effect can be activated during either player’s Main Phase, which means that you can interrupt things like Fusion summons by turning the cards face-down. In case of “Jurrac”, you can even get “Jurrac Velphito” to clean up a little bit if “Ultimate Conductor Tyranno” left the field after using its effect. The dino can also attack every monster your opponent controls, which could mean some sizeable damage with 3500 ATK and, furthermore, it can decide to simply destroy any Defense Position monsters (the monster does not even need to be in face-down Defense Position, simply being in defense is enough), destroy them without flipping or damage and then proceed to deal 100 burn damage to your opponent. As a cherry on top, it is also a legal and very viable target for “Double Evolution Pill“.

Spell cards:

Circle of the Fire Kings“:
With kind of an “Jurrac Aeolo“-esque effect in a “Jurrac” deck, you can use one of your smaller or situationally less useful monsters and turn them into something more helpful from the graveyard. Granted, there will be times in which “Circle of the Fire Kings” will net you nothing worth mentioning, but the option still seems solid.

Double Evolution Pill“:
An easy way to get your big monsters on the field without even paying that much. The aforementioned “Jurrac Spinos” can be summoned via this card as can “Ultimate Conductor Tyranno“. Even in a deck devoid of any non-Dinosaur monsters, you can still use your Extra Deck with cards like “Duelittle Chimera” or the “Evolzars” to pay the cost and then get another beater on the field.

Fossil Dig“:
This card searches almost any Dinosaur in your deck. You want Dinosaurs in your hand to play them in order to setup further plays and eventually win the game. Therefore, you want to play maximum amounts of “Fossil Dig”.

Lost World“:
“Lost World” is a godsend for an archetype that falls short of the normal beatdown-focussed ATK stats of 1900 and 2000 like “Jurrac”. Simply lower anything other than Dinosaurs to a more manageable level then beat the living daylights out of the opposing monster line-up. Furthermore, it gives the opponent tokens that you can use for a handy card effect redirection, further increasing the difficulty of dealing with your board, and then abuse those tokens for easy damage when piercing damage is available or kick into them to trigger the last effect of “Lost World”, filling the graveyard with “Jurrac” monsters for “Jurrac Giganoto“, any Dinosaurs for the summon of “Ultimate Conductor Tyranno“, setup for “Miscellaneousaurus” or destruction triggers for “Babycerasaurus” or “Petiteranodon“.

Monster Reborn“:
As useful in this deck as it is in many others. Reviving monsters from your graveyard with any cost is pretty solid and allows your to get another beater or exactly the right Tuner monster you need for further plays.

Rising Fire“:
“Rising Fire”, even though it is technically a “Salamangreat” card, is a solid addition to a “Jurrac” deck. Reviving a Fire monster from your graveyard is always helpful, and the field nukes make sure that you can pretty much activate the card whenever you want since you will not have any monsters on the field anyway. In addition to that, the monster gains 500 extra ATK and if “Rising Fire” is destroyed by an opposing card effect, you can banish one monster on the field. All around a rather nice card.

Solidarity“:
Dinosaur decks work perfectly well with the inclusion of any other monster types. Normally, they do not need the extra stats, but in case of “Jurrac” turning all your Normal Summonable beaters into 2500 ATK beatsticks is very welcome. The card has potential to brick though, and any non-Dinosaur Extra Deck summon that hits the graveyard will render it completely useless.

Terraforming“:
Standard card for any deck that wants to work with Field Spells. “Lost World” is an amazing addition to any “Jurrac” deck and should therefore be available as consistently as possible.

United We Stand“:
Old but good. This card boosts any 1700 ATK “Jurrac” to 2500 ATK when they are on their own, which is already enough to trigger “Jurrac Impact“. Any further monsters on your side of the field only increase the power, eventually turning the equipped monster into a powerhouse stat-wise and making cards like “Jurrac Monoloph” an actual threat to the opponent.

Trap cards:

Metaverse“:
Terraforming” as a Trap card, so it is pretty useful if you work with Field Spells. Searching “Lost World” via “Metaverse” is especially cheeky, since the opposing monster will most likely lose stats in the process and therefore not be strong enough to battle ceratin monster they are about to attack, giving “Metaverse” a fringe application as a battle trap.

Survival of the Fittest“:
This card feels like it was made for “Jurrac”. The equipped monster gains 1000 ATK, making most of your monsters big enough to handle a good portion of what they can expect on the other side of the field. Furthermore, if the monster destroys something in battle, it can attack for a second time, which obviously triggers all the effects that occur when it destroys something in battle like summoning two monsters instead of one with the help of “Jurrac Guaiba“.

Extra Deck monsters:

Brionac, Dragon of the Ice Barrier“:
Solid option for a number of situations. With “Red Resonator” and a Level 4 in hand, this is one of the options you have instant access to. Bouncing opposing monster is a fairly good choice against a number of Extra Deck options, since it is non-destruction removal and the cost of discarding cards can help you with a number of summoning options such as “Miscellaneousaurus” or “Ultimate Conductor Tyranno“.

Duelittle Chimera“:
In a battle-focussed beatdown archetype, having field-wide ATK buffs is not the worst things to have. Enter stage left “Duelittle Chimera“: Simply get rid of two monsters with lower stats and boost the rest for a sizeable amount. It even fetches you a Fire monster from the graveyard if it leaves the field, giving you access to some other options there and then.

Evolzar Dolkka“:
The anti-monster effect “Evolzar”. If the opponent is reliant on getting monster effects resolved to build a board, throwing in a “Evolzar Dolkka” to stop such nonsense is a very sound strategy.

Evolzar Laggia“:
“Evolzar Laggia” can only use its effect once, but if you hit the right card, it is more than worth it. The card is an absolute monster and gives Stun-play options to any Dinosaur deck that wants to use them.

Hiita the Fire Charmer, Ablaze“:
If you want to go into a generic Link monster, but “Duelittle Chimera” does not seem to be the best card to go with, why not use “Hiita the Fire Charmer, Ablaze”? If the opponent also uses Fire monsters, you gain a potential plus by reviving one from their graveyard and upon leaving the field, she will search something for you. Solid card all around.

Playstyle/Combos:

“Jurrac” are rather simple in their structure: They simply want to overwhelm the opponent with superior fighting power and defeat monsters in the process, since there will probably be some the opponent played in order to defend themselves. That is really just it: Most “Jurracs” trigger effects when destroying monsters, some boost stats and some have weird effects that have nothing to do with the overall playstyle, but as a matter of fact you will be attacking the opponent and if necessary you will also be attacking the opposing monsters. “Jurracs” gain a little bit more to do with the addition of generic Dinosaur support (searching via “Fossil Dig“, “Miscellaneousaurus“, “Babycerasaurus“, “Petiteranodon” and “Double Evolution Pill” for Special Summoning, “Souleating Oviraptor” for setup) or the usage of even more generic cards in general. Furthermore, with cards like “Jurrac Aeolo” and “Jurrac Guaiba“, they are able to access Synchro, Xyz and Link plays rather easily. They are fairly outdated and it shows in their card design, but if you want to have a deck that strongly focusses on battle and is relatively easy to play, you might want to give “Jurracs” a go.

Weaknesses/Counters:

“Jurracs” are weak to Special Summon negation; as is pretty much anything else this game has to offer. “Jowgen the Spiritualist“, “Fossil Dyna Pachycephalo“, “Vanity’s Ruler“, “Vanity’s Fiend“, “Vanity’s Emptiness“, “Archlord Kristya“, the list goes on and all of those cards work against the deck, but at the same time there are rarely found outside specific decks for either being to costly or restricting both players instead of only the opponent.

Another category of cards that can be used against “Jurracs” is anything that can make use of their shared Type and Attribute. “Barrier Statues” can cause problems, while “There Can Be Only One” might make any Extra Deck plays that much harder to pull off.

Yet another pretty obvious problem are battle traps. Any Trap card that will either cause the opposing monsters to survive, will kill your board when attacking or lowers/raises ATK in an unfavorable way can cause “Jurrac” Battle Phases to go awry. “Waboku“, “Negate Attack“, “Wall of Disruption” or pretty much any “Mirror Force“-variant halt any offense you might accrue.

Lastly, a simple problem with battle destruction as the only means of removal is stats. “Ancient Gears” shared this problem with the “Jurracs” for quite some time, being unable to tackle anything with about 5000 ATK or DEF. The game moved away from stats being the single measure of power for a very long time now, but the fact still remains that you will have to compare stats if you want to destroy something in battle. Without high enough stats, you will therefore be unable to get rid of anything by ramming monsters into it, causing the “Jurracs” massive issues.

Sample Decklist (September 2020):

If you are not sure what certain cards are or if you would like to download the deck, you can find anything necessary under this link: https://ygoprodeck.com/jurrac-beatdown/.

As always in this section, I try to build a deck with the archetype I have reviewed previously. So, here is my shot at building a “Jurrac” deck. I tried to stay true to the overall playstyle by not only fitting some “Jurrac” staples but also giving the entire deck a beatdown focus. The “Jurrac” core is definitely the three copies of “Jurrac Aeolo” and “Jurrac Guaiba“. “Jurrac Aeolo” is not only the main way to access both “Jurrac Velphito” and “Hi-Speedroid Chanbara“, but also work as an in-archetypal “Circle of the Fire Kings“, reviving whatever “Jurrac” monster you need from the graveyard. “Jurrac Guaiba” on the other hand is not only your main beater, but also manages to fetch further “Jurracs” whenever it destroys stuff in battle. The other “Jurrac” monster have their uses, but tend to have less scenarios in which they are useful: “Jurrac Monoloph” can kick multiple monsters and becomes a one-Dinosaur clean-up crew with “Moon Mirror Shield” attached, but there times when its 1500 ATK are not enough and ATK stat changes are not available. “Jurrac Velo” is more of a security option, since it works like a “Mystic Tomato” or other battle searchers and “Jurrac Dino” was only ever used as a Tuner, since you can hardly afford to trigger its effect most of the time. “Miscellaneousaurus” is not only at three since it keeps your board safe from potentially destructive effects your opponent flings around, but also can Special Summon “Jurrac Aeolo” from the deck by being banished from the graveyard at no further cost. Your other searchers are “Souleating Oviraptor” and “Fossil Dig“, but I reduced both copy counts to two, since I often have no really good targets to search for. “Ultimate Conductor Tyranno” is as good in this build as it is in any other Dinosaur-focussed deck and is actually the best card to fetch via “Souleating Oviraptor“. The rest of the Main Deck consists either of consistency boosters (“One for One” for “Jurrac Aeolo“, “Pot of Desires” as the least damaging “Pot” you can play in this strategy, “Foolish Burial” to setup your graveyard, “Terraforming” to fetch “Lost World“) or enables easier beatdown via ATK changes (“Rocket Hand” as an emergency ATK boosters with an added destruction effect, “Lost World” as an overall useful card for the deck, “Rising Fire” as added copies of “Monster Reborn“, which you can only trigger while having no monsters but with the added bonus of boosting the revived monster by 500 ATK). The Extra Deck has various options for beatdown, removal, and a little bit of control, but what you summon really depends more on what monsters you have available on the field rather than what you currently need the most, since “Jurracs” are rather restrictive with their playmaking in that regard.

Monster (21):

2x “Ultimate Conductor Tyranno
1x “Dinowrestler Pankratops
3x “Miscellaneousaurus
2x “Souleating Oviraptor
2x “Jurrac Velo
3x “Jurrac Guaiba
2x “Jurrac Dino
2x “Jurrac Monoloph
1x “Dinowrestler Coelasilat
3x “Jurrac Aeolo

Spell/Trap (19):

1x “Instant Fusion
1x “One for One
1x “Raigeki
2x “Pot of Desires
2x “Fossil Dig
1x “Card Destruction
1x “Terraforming
1x “Monster Reborn
1x “Moon Mirror Shield
2x “Rising Fire
3x “Lost World
2x “Rocket Hand

Extra Deck (15):

1x “Pragtical
1x “Thousand-Eyes Restrict
1x “Jurrac Meteor
1x “Dinowrestler Giga Spinosavate
1x “Black Rose Dragon
1x “Jurrac Giganoto
1x “Coral Dragon
1x “Hi-Speedroid Chanbara
1x “Jurrac Velphito
1x “Evolzar Laggia
1x “Evolzar Dolkka
1x “Knightmare Phoenix
1x “Hiita the Fire Charmer, Ablaze
1x “Knightmare Cerberus
1x “Duelittle Chimera

2 thoughts on “Archetype Analysis: Jurrac

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