I was thinking the same thing, but in a manner that makes an actual light fiend deck meta. A good fable synchro, for example, gives the link 3 from ROTA another good target outside of dieras, but a next wave of fiend Smith support could do that as well. Sad thing is that it falls under the same category as OSS: helps a ton of decks in respective type and attribute but will have to be hit because it makes the top decks better
Yeah Jurrac is very difficult as a concept to salvage without shifting away from its battle-oriented identity and without making them part of a Dino Pile Deck. First thing I'd do is make the new support have pack-swarming motifs to them. For example, if there's a Jurrac that's Special Summoned by a FIRE monster, you can Special Summon Jurrac monsters from your Deck or GY whose combined levels are equal to the Level of the monster Summoned, but you're Dino/Dragon/Sea Serpent/Wyrm-locked for the rest of the turn, that would be a major boon for them. Another Support idea is to follow the Legendary Creature design Magic loves so much with giving it an effect that destroys a Jurrac monster in your possession and if a Jurrac monster is destroyed, you can bring out any number of Jurracs from your Deck whose combined Levels are equal to or less than that monster's but locks you into FIRE. The second idea is to give them a better boss monster. Giganto is the only usable in-archetype monster with an honestly decent effect (buffing each of your Jurracs by 200 for each Jurrac you control isn't the worst), but it's the only thing it does. If you give Jurracs a boss that gives your Jurracs immunity to all your opponent's actions but Battle Destruction (even immunity from card mechanics), it'd really incentivize needing to destroy them by battle as the only form of removal possible. On top of that, you can give it an effect that'll let you destroy a Dinosaur monster and you can Special Summon a Jurrac from your Deck that's one Level higher (Survival of the Fittest). Third might be the most extreme, but errata the Jurracs to have more flexible conditions with their battle effects. I don't think anyone would care if Herra can Summon itself off of any Jurrac being destroyed by any way, or the monster summoned by Guaiba not being able to attack, or Velo needing to be attacked in Attack Position to float, or Dino triggering during the EP... These are my ideas for Jurracs anyways. A huge fan of the archetype aesthetically, but they don't have a coherent playstyle
@@danielramsey6141 The thing is that Jurrac effects (at least Velo and Guaiba) revolve specifically around 1700 ATK. You literally cannot give them more ATK without taking that away, which is another design flaw in the archetype
Their more talking about jurrac's the so slow with their effects and the current synchro misses timing with the other if they get actual good support that can fix that ill be surprised
@rashanmcrae9166 Make a new big boss Synchro that's strong and uses any FIRE Dino Tuner so Xeno Meteorus can make it, and they should fit into Dino Nation quite nicely. 🦖
Jurrac Zino Level 4 Fire Dinosaur Attack 1700 Defense 1200 If you control no monsters or if all monsters you control are Dinosaur type monsters, you can special summon this card from your hand. If summoned this way, you can special summon one Jurrac Tuner monster from your deck or graveyard. You can only summon one Jurrac Zino per turn this way. You cannot special summon monsters from your extra deck during the turn you summon Jurrac Zino except Dinosaur type monsters and Synchro monsters. Jurrac Baryon Level 2 Fire Dinosaur Tuner Attack 1400 Defense 600 If this card is normal or special summoned, you can add one Level 4 or higher Jurrac monster from your deck to your hand. If you control a Jurrac Synchro monster, you can add one Dinosaur type monster from your deck or graveyard to your hand. During either player’s turn (quick effect), you can synchro summon one Dinosaur type synchro monster using this card and one Fire attribute Dinosaur type monster in your hand as Synchro material. If your opponent controls a monster that was special summoned from the extra deck, you may use one additional Jurrac monster from your hand or field as synchro material. You can only use each effect of Jurrac Baryon once per turn. Jurrac Archy Level 6 Fire Dinosaur Synchro Attack 2500 Defense 1200 Requires one Jurrac tuner and one or more non tuner Dinosaur type monsters. When this card is synchro summoned, you can special summon up to three Level 4 or lower Jurrac monsters from your graveyard. You can only use this effect of Jurrac Archy once per duel. During either players battle phase (quick effect), when your Jurrac monster attacks, you can double that monsters attack but return it to your hand at the end of the battle phase. You cannot special summon monsters during the turn you summon Jurrac Archy except Dinosaur type monsters. Jurrac Tactics Quick Play Spell Special summon one Jurrac monster from your deck but return it to your hand during your end phase. When your opponent special summons a monster from their extra deck (quick effect), you can banish this card from your graveyard to set one Jurrac Spell or Trap card from your deck. You may activate it this turn if it was a Trap card. You can only use each effect of Jurrac Tactics once per turn.
The locks are way too harsh, ensuring those cards would never see play in a Dinosaur deck. Your PSCT is also all over the place. Some great ideas though!
I’d say ditch the synchro lock and instead of a dino lock make it a FIRE lock lore wise that makes more sense because Jurrac Meteor blowing up causes the Neo Flamvell to be born
Ok so 1st terminal world support was fire (infernoid), earth/pile attribute (Genex), water (ice barriers) and wind (ritual beast) the 2nd is also fire (jurrac) light (fables) so I think we could get a dark archetype and either water (nekroz) or maybe another pile attribute
To keep it battle phase: New Jurrac trap: •at the start of battle phase summon as many different Jurrac monster from deck/ed •opponent cannot respond to this card. •If this card leaves the field because of an opponents card, set 1 jurrac trap from anywhere. It can be activated this turn.
To make sure they attack: New Jurrac monster: •if this was summoned, your opponent must attack with all monsters •If a jurrac card is destroyed by battle, place 1 jurrac card from you deck face up and apply its effects. Resolve once per turn
A field spell that does everything would help. Something that rewrites destruction by effects to "be treated as if they were destroyed by battle" and maybe a way to quick synchro on your opponents turn to board wipe with Jurrac Meteor. Dinosaur already has so much insane support that if they unlimit Misc, with even just a way to quick synchro board wipe on the opponents turn would fit in perfectly with dinosaur pile decks that set up negates and UTC.
I remember back in the day playing against this deck playing super defense robots I was 14 at the time and it felt good beating a young adult playing jurrac
A way to spam Impact, just keep nuking the field. Maybe a tuner that can 1-card synchro into the big guy and get a nuke that way too. Maybe even quick effect nukes?
On Twitter it seems Japanese say that the text on terminal world 2 reads different from tw1 … implying that not all old cards will be reprinted and mostly the useful ones or (most) that’s why it can fit 4 themes with limit of around 93 spots. I hope they make more than 4 cards for each of the themes. Then basically using the core of what works for each and making like 7-9 new cards to boost that. Fabled have fiendsmith and new fabled boss synchros would be fun. I think lore wise they should just say that fiendsmith basically hunts fabled fiends.
@@JustNutzProd indeed. Given how many fabled and jurrac cards there are that don’t really see any play, none. It would be kinda odd to print them with only 93 spots. Fableds and jurrac alone take up more than 50 of the card spots if all are reprinted. I hope it’s them not just giving a bandaid to the themes but actually as they did with prior … give solid support where the themes can shine and be playable. Fableds especially have great potential and given Fiendsmith’s … they should lean into the connection and synergy even more in my opinion. We are all just speculating.
@@autobotstarscream765 Dino Pile and Dino Rabbit are totally different things, lol. Dino Rabbit was just a deck that was using Guiba and Normal Dinosaur monsters for gets the Evolzar guys - that after all are dragons - when Dino Pile is just a bounce of more Dinosaur centric deck. If the deck just support more the Synchro Summon, and support more consistently Battle Phase mechanics like Tenpai, they are easily able to acquire a proper identity that not is just the generic and annoying "Dinos that add other Dinos on the pile", that is sure better. Dinosaur not has a proper Dinosaur theme that can rely just on itself yet
The ammount of copium you had to inhale jesus. XD Yeah they have like 2 playable cards in total... Doubt konami ll want to carry random jurrac monster as much as they do "Blue eyes white dragon" I hope jurracs ll be splashable because well they cant rely on their older stuff Evols > Dinowrestlers > Jurracs but they are all or were verging on levels of despair
Naturia has a lot of viable cards to a point that putting Jurrac in the same language not sentence (language even) is insulting In vernusylph naturia (which btw is BY FAR THE BEST WAY TO PLAY NATURIA- NOT RUNIC SHIT) * Antjaw is staple (Not opt can summon itself just cancer to deal with) - protected by hagakuremino / SP (which are generic enough for vernus) * Sunflower is great yeah * Vein is Sunflower 2.0 for spells and traps while being a tuner, Altho Dragster exist * Horneedle is staple due to gokipole (Altho he is secondary target primary target is retaillating C and mostly because she is "benten for a deck" * Mantis sucks but I played it because he was Horneedle 2.0 for Floowamatchup back when floowa was capable and popular * Naturia stinkbug is core because ehm battle is the decks weakness (prob the only deck in the game with that weakness hence hagakuremino etc) * Naturia butterfly is a version of stinkbug which can protect non naturias but just 1 attack (all you need) without Harakiri (I ran one each) * Naturia bamboo shoot is a degenerate card I side deck which auto wins some matchups * Naturia Camellia is obv great * Naturia molecricket is great but due to him somehow antjaw goes under a radar (never should be that way) * Naturia Beast is obv great * Naturia barkion is sometimes great * Naturia Rosewhip saw historical play in Sunavalon and was key card there tho not that great in naturia from extensive testing * Sacred tree and that Revival spell are totally fine but in Runic build... * Naturia marron deserves a shotout as she is armageddon knight for naturias + avarice in one which makes her alone better than all Jurrac cards combined while the card itself is not viable.
I know this is kinda far fetched but if jurracs got a field spell that could allow their battle oriented effects to trigger by card distruction that could be a way to allow their old cards to be played. kinda like how orcust babel changes their effects into quickies, but i know its abit of a strech. but this would give them even more synergy with dinos overall
That's not too farfetched seeing what they gave other DT archetypes. Many Naturias tributed for cost, so they got Camelia that let you mill instead of tributing; the R-Genex searched eachother on summon, so they got Repaired to chain summon the searched ones immediately. It's entirely possible for Jurrac to get something that counts effect destruction as battle destruction for both players' monsters.
Yeah not farfetch'd at all, the new Allure queen stuff already kind of modernizes their effects to make them quickies, so I can definitely see a field spell having a line like "Jurrac monsters that are destroyed by card effects are treated as if they were destroyed by battle" and have a way to destroy cards itself.
@@brolteon2740 I just dont think konami would think of a card like that unfortunely. theyt'll just print a couple good cards to put into dino pile like the video says
Couple other Jurracs that may be worth a mention: - Spinos, lvl 7, 2600/1700, summons a 300/0 Fire Dino token in Attack on opp's field when it destroys a monster by battle and sends it to GY. Replaces bigger threats with small monsters for your weaker Jurracs (e.g. Guaiba) to run over and proc their destruction effects; - Titano, lvl 9, 3000/2800, can't be special summoned, untargetable by monster/trap effects, lets you SOPT banish 1 Jurrac with 1700 or less ATK from GY to gain 1000 ATK until End Phase. Kinda decent but summon condition holds it back, may be considered if they get a card that ignores conditions, also just good to remember if the hypothetical new boss is a retrain of this. For Jurassic Power, there's 2 Jurracs with 1200 DEF, one is Monoloph and the other is Protops (ass, 1700 ATK and just gains 100 ATK for each monster on opp's field); For the Evolzar XYZs, the other 2 level 4 Jurracs are Protops and Iguanon (returns an opp's set card to hand if it destroys a monster by battle).
@@rafflesiaandfriends wow venom is so hilariously bad, dark scorpions themselves I think are actually better than Jurrac, Jurrac at least has the generic Dino cards to abuse tho🤔
I have always liked jurracs but let's be honest, they were dead on arrival. They have THE WORST battle phase effects of any archetype. In order to save them Konami will basically have to print 10+ new cards essentially leaving almost all of the older ones in the closet
Jurrac is am awful deck. That said, if they lots of low lvl battle oriented stuff, Konami should give the ability to take no damage when they battle and maybe have the opponent take the damage? Not sure how to save this deck to support whatever strategy they have.
Una carta ideal para "Jurrac": Para activar esta carta solo debes tener monstruos de tipo Dinosaurio. Hasta el final de este duelo aplica los siguientes efectos: • Una vez en el turno de cada jugador si uno o más monstruos "Jurrac" salen de tu campo: Invoca de modo especial 1 monstruo "Jurrac" desde tu mano, deck o GY (ignorando sus cualquiera de sus condiciones especiales). • Una vez durante tu turno si realizas una invocación normal, de un monstruo "Jurrac"; puedes invocar de modo especial un monstruo "Jurrac" desde tu mano o deck (ignorando cualquiera de sus condiciones especiales). • Si realizas una invocación de un monstruo de tipo Dinosaurio usado como material por lo menos un monstruo "Jurrac" ese monstruo gana 1000 de ATK y DEF.
I think that 2 cards from this support gonna be added to the Dino pile and we gonna call it a day
No I wanna play Jurrac 😭😭😭
AY THATS ALL I NEED BRUDDA
Depending on how they support fabled, it can further break fiendsmiths
I was thinking the same thing, but in a manner that makes an actual light fiend deck meta. A good fable synchro, for example, gives the link 3 from ROTA another good target outside of dieras, but a next wave of fiend Smith support could do that as well.
Sad thing is that it falls under the same category as OSS: helps a ton of decks in respective type and attribute but will have to be hit because it makes the top decks better
Yeah Jurrac is very difficult as a concept to salvage without shifting away from its battle-oriented identity and without making them part of a Dino Pile Deck.
First thing I'd do is make the new support have pack-swarming motifs to them. For example, if there's a Jurrac that's Special Summoned by a FIRE monster, you can Special Summon Jurrac monsters from your Deck or GY whose combined levels are equal to the Level of the monster Summoned, but you're Dino/Dragon/Sea Serpent/Wyrm-locked for the rest of the turn, that would be a major boon for them. Another Support idea is to follow the Legendary Creature design Magic loves so much with giving it an effect that destroys a Jurrac monster in your possession and if a Jurrac monster is destroyed, you can bring out any number of Jurracs from your Deck whose combined Levels are equal to or less than that monster's but locks you into FIRE.
The second idea is to give them a better boss monster. Giganto is the only usable in-archetype monster with an honestly decent effect (buffing each of your Jurracs by 200 for each Jurrac you control isn't the worst), but it's the only thing it does. If you give Jurracs a boss that gives your Jurracs immunity to all your opponent's actions but Battle Destruction (even immunity from card mechanics), it'd really incentivize needing to destroy them by battle as the only form of removal possible. On top of that, you can give it an effect that'll let you destroy a Dinosaur monster and you can Special Summon a Jurrac from your Deck that's one Level higher (Survival of the Fittest).
Third might be the most extreme, but errata the Jurracs to have more flexible conditions with their battle effects. I don't think anyone would care if Herra can Summon itself off of any Jurrac being destroyed by any way, or the monster summoned by Guaiba not being able to attack, or Velo needing to be attacked in Attack Position to float, or Dino triggering during the EP...
These are my ideas for Jurracs anyways. A huge fan of the archetype aesthetically, but they don't have a coherent playstyle
The Level Four Jurracs need More Atk value.
@@danielramsey6141
The thing is that Jurrac effects (at least Velo and Guaiba) revolve specifically around 1700 ATK. You literally cannot give them more ATK without taking that away, which is another design flaw in the archetype
Saving something that's already extinct is crazy
Dinosaurs are part of the game instead of left in the past because Dinosaurs are cool. 🦖
Ay man don't sleep on ultimate conductor tyranno
Their more talking about jurrac's the so slow with their effects and the current synchro misses timing with the other if they get actual good support that can fix that ill be surprised
@rashanmcrae9166 Make a new big boss Synchro that's strong and uses any FIRE Dino Tuner so Xeno Meteorus can make it, and they should fit into Dino Nation quite nicely. 🦖
@@autobotstarscream765 that might be the best way to do it since their best monster is an extender that has seen play
Jurrac Zino
Level 4 Fire Dinosaur
Attack 1700
Defense 1200
If you control no monsters or if all monsters you control are Dinosaur type monsters, you can special summon this card from your hand.
If summoned this way, you can special summon one Jurrac Tuner monster from your deck or graveyard.
You can only summon one Jurrac Zino per turn this way.
You cannot special summon monsters from your extra deck during the turn you summon Jurrac Zino except Dinosaur type monsters and Synchro monsters.
Jurrac Baryon
Level 2 Fire Dinosaur
Tuner
Attack 1400
Defense 600
If this card is normal or special summoned, you can add one Level 4 or higher Jurrac monster from your deck to your hand.
If you control a Jurrac Synchro monster, you can add one Dinosaur type monster from your deck or graveyard to your hand.
During either player’s turn (quick effect), you can synchro summon one Dinosaur type synchro monster using this card and one Fire attribute Dinosaur type monster in your hand as Synchro material. If your opponent controls a monster that was special summoned from the extra deck, you may use one additional Jurrac monster from your hand or field as synchro material.
You can only use each effect of Jurrac Baryon once per turn.
Jurrac Archy
Level 6 Fire Dinosaur Synchro
Attack 2500
Defense 1200
Requires one Jurrac tuner and one or more non tuner Dinosaur type monsters.
When this card is synchro summoned, you can special summon up to three Level 4 or lower Jurrac monsters from your graveyard.
You can only use this effect of Jurrac Archy once per duel.
During either players battle phase (quick effect), when your Jurrac monster attacks, you can double that monsters attack but return it to your hand at the end of the battle phase.
You cannot special summon monsters during the turn you summon Jurrac Archy except Dinosaur type monsters.
Jurrac Tactics
Quick Play Spell
Special summon one Jurrac monster from your deck but return it to your hand during your end phase.
When your opponent special summons a monster from their extra deck (quick effect), you can banish this card from your graveyard to set one Jurrac Spell or Trap card from your deck. You may activate it this turn if it was a Trap card.
You can only use each effect of Jurrac Tactics once per turn.
The locks are way too harsh, ensuring those cards would never see play in a Dinosaur deck. Your PSCT is also all over the place. Some great ideas though!
I’d say ditch the synchro lock and instead of a dino lock make it a FIRE lock lore wise that makes more sense because Jurrac Meteor blowing up causes the Neo Flamvell to be born
Ok so 1st terminal world support was fire (infernoid), earth/pile attribute (Genex), water (ice barriers) and wind (ritual beast) the 2nd is also fire (jurrac) light (fables) so I think we could get a dark archetype and either water (nekroz) or maybe another pile attribute
Wait until the new cards will look you into fire dinos
I think it be more on theme to lock you into just FIRE monsters, since Jurrac Meteor after crashing gives birth to the Neo Flamvell in lore
They gotta rebuild this archetype from the ground up
To keep it battle phase:
New Jurrac trap: •at the start of battle phase summon as many different Jurrac monster from deck/ed •opponent cannot respond to this card. •If this card leaves the field because of an opponents card, set 1 jurrac trap from anywhere. It can be activated this turn.
To make sure they attack:
New Jurrac monster: •if this was summoned, your opponent must attack with all monsters •If a jurrac card is destroyed by battle, place 1 jurrac card from you deck face up and apply its effects. Resolve once per turn
As long as they don't get a "add a fire dinosaur monster from your deck or graveyard to your hand"
Anything will be nice
A field spell that does everything would help. Something that rewrites destruction by effects to "be treated as if they were destroyed by battle" and maybe a way to quick synchro on your opponents turn to board wipe with Jurrac Meteor. Dinosaur already has so much insane support that if they unlimit Misc, with even just a way to quick synchro board wipe on the opponents turn would fit in perfectly with dinosaur pile decks that set up negates and UTC.
I think Lost World is already pretty good, as it weakens their stuff so you can kill it and gives them a Token for you to kill.
My guess is that the new support will focus either of making meteor on the opponents turn, or a new synchro with main deck monsters to support it
The old jurrac cards were so bad when they came out! This deck needs a miracle!
In other words, Jurracs were the Early Era War Rocks of the 5Ds and Zexal Era! They did get access to some of the Best Generic Dino Support!
I remember back in the day playing against this deck playing super defense robots I was 14 at the time and it felt good beating a young adult playing jurrac
A way to spam Impact, just keep nuking the field. Maybe a tuner that can 1-card synchro into the big guy and get a nuke that way too. Maybe even quick effect nukes?
On Twitter it seems Japanese say that the text on terminal world 2 reads different from tw1 … implying that not all old cards will be reprinted and mostly the useful ones or (most) that’s why it can fit 4 themes with limit of around 93 spots.
I hope they make more than 4 cards for each of the themes. Then basically using the core of what works for each and making like 7-9 new cards to boost that.
Fabled have fiendsmith and new fabled boss synchros would be fun. I think lore wise they should just say that fiendsmith basically hunts fabled fiends.
@@xMoac true it doesn’t have to be 4 cards I’m just working off what we got last time around🤷🏼♂️
@@JustNutzProd indeed. Given how many fabled and jurrac cards there are that don’t really see any play, none. It would be kinda odd to print them with only 93 spots. Fableds and jurrac alone take up more than 50 of the card spots if all are reprinted.
I hope it’s them not just giving a bandaid to the themes but actually as they did with prior … give solid support where the themes can shine and be playable.
Fableds especially have great potential and given Fiendsmith’s … they should lean into the connection and synergy even more in my opinion.
We are all just speculating.
Uh? Who cares about Dino pile?
JUST SAVE JURRAC AND GIVE ME WAYS TO BREAK THE WHOLE FIELD WITH A GODDAMIT METEORITE!
Jurrac and Dino Pile have been the same thing since the good old days of Dino Rabbit, Hydrogeddon is like an honorary Jurrac from back in the day. 🫡
@@autobotstarscream765 Dino Pile and Dino Rabbit are totally different things, lol. Dino Rabbit was just a deck that was using Guiba and Normal Dinosaur monsters for gets the Evolzar guys - that after all are dragons - when Dino Pile is just a bounce of more Dinosaur centric deck.
If the deck just support more the Synchro Summon, and support more consistently Battle Phase mechanics like Tenpai, they are easily able to acquire a proper identity that not is just the generic and annoying "Dinos that add other Dinos on the pile", that is sure better. Dinosaur not has a proper Dinosaur theme that can rely just on itself yet
The ammount of copium you had to inhale jesus. XD Yeah they have like 2 playable cards in total... Doubt konami ll want to carry random jurrac monster as much as they do "Blue eyes white dragon"
I hope jurracs ll be splashable because well they cant rely on their older stuff
Evols > Dinowrestlers > Jurracs but they are all or were verging on levels of despair
Feel like there could be a chance we get jurracs that special dinos to your opponents field for you to run over.
That would actually be a really good idea
Naturia has a lot of viable cards to a point that putting Jurrac in the same language not sentence (language even) is insulting
In vernusylph naturia (which btw is BY FAR THE BEST WAY TO PLAY NATURIA- NOT RUNIC SHIT)
* Antjaw is staple (Not opt can summon itself just cancer to deal with) - protected by hagakuremino / SP (which are generic enough for vernus)
* Sunflower is great yeah
* Vein is Sunflower 2.0 for spells and traps while being a tuner, Altho Dragster exist
* Horneedle is staple due to gokipole (Altho he is secondary target primary target is retaillating C and mostly because she is "benten for a deck"
* Mantis sucks but I played it because he was Horneedle 2.0 for Floowamatchup back when floowa was capable and popular
* Naturia stinkbug is core because ehm battle is the decks weakness (prob the only deck in the game with that weakness hence hagakuremino etc)
* Naturia butterfly is a version of stinkbug which can protect non naturias but just 1 attack (all you need) without Harakiri
(I ran one each)
* Naturia bamboo shoot is a degenerate card I side deck which auto wins some matchups
* Naturia Camellia is obv great
* Naturia molecricket is great but due to him somehow antjaw goes under a radar (never should be that way)
* Naturia Beast is obv great
* Naturia barkion is sometimes great
* Naturia Rosewhip saw historical play in Sunavalon and was key card there tho not that great in naturia from extensive testing
* Sacred tree and that Revival spell are totally fine but in Runic build...
* Naturia marron deserves a shotout as she is armageddon knight for naturias + avarice in one which makes her alone better than all Jurrac cards combined while the card itself is not viable.
I know this is kinda far fetched but if jurracs got a field spell that could allow their battle oriented effects to trigger by card distruction that could be a way to allow their old cards to be played. kinda like how orcust babel changes their effects into quickies, but i know its abit of a strech. but this would give them even more synergy with dinos overall
That's not too farfetched seeing what they gave other DT archetypes. Many Naturias tributed for cost, so they got Camelia that let you mill instead of tributing; the R-Genex searched eachother on summon, so they got Repaired to chain summon the searched ones immediately. It's entirely possible for Jurrac to get something that counts effect destruction as battle destruction for both players' monsters.
Yeah not farfetch'd at all, the new Allure queen stuff already kind of modernizes their effects to make them quickies, so I can definitely see a field spell having a line like "Jurrac monsters that are destroyed by card effects are treated as if they were destroyed by battle" and have a way to destroy cards itself.
@@brolteon2740 I just dont think konami would think of a card like that unfortunely. theyt'll just print a couple good cards to put into dino pile like the video says
Cooking
Even then, aside from supporting generic dinos, card destruction doesn't help much for jurracs
Couple other Jurracs that may be worth a mention:
- Spinos, lvl 7, 2600/1700, summons a 300/0 Fire Dino token in Attack on opp's field when it destroys a monster by battle and sends it to GY. Replaces bigger threats with small monsters for your weaker Jurracs (e.g. Guaiba) to run over and proc their destruction effects;
- Titano, lvl 9, 3000/2800, can't be special summoned, untargetable by monster/trap effects, lets you SOPT banish 1 Jurrac with 1700 or less ATK from GY to gain 1000 ATK until End Phase. Kinda decent but summon condition holds it back, may be considered if they get a card that ignores conditions, also just good to remember if the hypothetical new boss is a retrain of this.
For Jurassic Power, there's 2 Jurracs with 1200 DEF, one is Monoloph and the other is Protops (ass, 1700 ATK and just gains 100 ATK for each monster on opp's field);
For the Evolzar XYZs, the other 2 level 4 Jurracs are Protops and Iguanon (returns an opp's set card to hand if it destroys a monster by battle).
Venoms and dark scorpion are probably worse
@@rafflesiaandfriends wow venom is so hilariously bad, dark scorpions themselves I think are actually better than Jurrac, Jurrac at least has the generic Dino cards to abuse tho🤔
@@JustNutzProd I remember watching rank10ygo video legacy of the worthless about them it was pretty funny
Dinosaurs have a pretty good game plan already so I wouldn't say they need saving other than a way to out Dark Ruler
Hoping one of the unrevealed archetypes for this set is Worms!
I have always liked jurracs but let's be honest, they were dead on arrival. They have THE WORST battle phase effects of any archetype. In order to save them Konami will basically have to print 10+ new cards essentially leaving almost all of the older ones in the closet
Probably the Jurrac will be the new tenpai dragon. And I hope for Fabled they make new spell and trap and good extra deck monster.
maybe they print a continuous/field spell that can make destruction by effect be treated as destruction by battle
I’m interested to see what shape the support will take, because they kind of have nothing.
Jurrac is am awful deck. That said, if they lots of low lvl battle oriented stuff, Konami should give the ability to take no damage when they battle and maybe have the opponent take the damage? Not sure how to save this deck to support whatever strategy they have.
Una carta ideal para "Jurrac":
Para activar esta carta solo debes tener monstruos de tipo Dinosaurio.
Hasta el final de este duelo aplica los siguientes efectos:
• Una vez en el turno de cada jugador si uno o más monstruos "Jurrac" salen de tu campo: Invoca de modo especial 1 monstruo "Jurrac" desde tu mano, deck o GY (ignorando sus cualquiera de sus condiciones especiales).
• Una vez durante tu turno si realizas una invocación normal, de un monstruo "Jurrac"; puedes invocar de modo especial un monstruo "Jurrac" desde tu mano o deck (ignorando cualquiera de sus condiciones especiales).
• Si realizas una invocación de un monstruo de tipo Dinosaurio usado como material por lo menos un monstruo "Jurrac" ese monstruo gana 1000 de ATK y DEF.
Creature swap was actually a thing back then😂😂😂
Bro, this deck needs an overhaul. It needs new synchro. It needs links. And a few new main deck support cards
it's gonnabbe lockednto fire dino
Xeno Meteorus: It's free real estate.
I hope not jurrac is not salvageable with just 4 cards
You can't save Jurrac, it's an archetype based on Battle Phase, but badly designed at the first. So you must just redo everything.
Might as well just rework it as a whole, MAN JUST GIVE DINOS PROPER SUPPORT TRANSCENDRAKES WERE ASS
I liked those
ground xeno and xeno meteorus are fine. the rest though are kind of bad won't lie
@@RanserSSF4Gigantozowler presupported Kaitoptera and Horned Saurus, and Glaciasaurus unlocked access to Crimson Dragon combos.
They were fine
Ground xeno was great tbh being able to play through ash on misc is amazing even if it's an unsearchable 3 of