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descriptionWelcome To Jurrac Park (Jurrac Deck Guide) EmptyWelcome To Jurrac Park (Jurrac Deck Guide)

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Welcome to Jurrac Park!

Jurrac Deck Guide



Table Of Contents

Jurrac Who?

The Monsters

The Synchros

The Trap

Off Theme Support

Hybrids

Deck Lists




Jurrac Who?

Jurrac is the first ever
Dinosaur Archetype. They are all FIRE Attribute and most of their
effects revolve around winning in the Battle Phase, some by having
effects that activate in battle, some that boost ATK, etc. The
play style of this deck is to toolbox through your deck for quick,
powerful Synchro and Xyz Summons. Being an all Dinosaur archetype,
they get access to the Evolzar Xyz.



The Monsters

Welcome To Jurrac Park (Jurrac Deck Guide) 1572ogw

Jurrac Aeolo

Dinosaur/Tuner/FIRE/1/200/200

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.


This cute little newly
hatched dinosaur is one of the best, if not hands down the best
monster in the Archetype. Let's take a look. It's a level 1 Tuner,
which means it can be Summoned by One for One and Kinka-Byo, can
be used to make level 5 Synchros, and even set up for Quasar plays.
Aeolo is easily searched through Jurrac Velo, Jurrac Guiaba, Flamvell
Firedog, and Fossil Dig. Now let's take a look at the effect. You can
tribute it to Summon any level 4 or lower Jurrac from the grave.
That's basically a Normal Summon from the grave. I haven't even
mentioned that it has 200 DEF yet. Do you know what that means?
It can be Summoned by Rekindling. Run three in just about every build
other than T.G. Jurrac and Jurrac-Heroes.



Welcome To Jurrac Park (Jurrac Deck Guide) 24vie1k
Jurrac Brachis

Dinosaur/Tuner/FIRE/3/1000/1000

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



Hmm, let's see. It's a
level 3 Tuner, which means it makes level 7 Synchros with a level 4
Jurrac. It also comes with battle immunity, but requires another
Jurrac on the field gain this effect. Your Jurracs should be winning
most battles, not going on the defense. Don't use it, we have two
other level 3 Tuners.



Welcome To Jurrac Park (Jurrac Deck Guide) 14cqvxs

Jurrac Dino

Dinosaur/Tuner/FIRE/3/1700/800

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.


I told you we have two
other level 3 Tuners, right? This is the best of the three. 1700
attack points is very high for a Tuner, and Dino's effect is nothing
to laugh at either. Whenever it destroys a monster in battle, it can
tribute any “Jurrac” monster you control to draw two cards. We
don't have any other draw cards, so that is a very nice effect to
have. You can also tribute “Jurrac Tokens” for Dino's effect. Run
any number up to three depending on your build. Pure builds will
usually want to run two at minimum.



Welcome To Jurrac Park (Jurrac Deck Guide) 2wn0ocp

Jurrac Gallim

Dinosaur/Tuner/FIRE/2/1200/0

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


Gallim is your only level 2, and Gallim+2 level 4 Jurracs is the most efficient way to summon Jurrac Meteor.
Gallim has 0 DEF points, which means it
can be Summoned by Flamvell Firedog for an instant level 6 Synchro.
As for the effect, it's nothing special, and nothing too bad. When
destroyed in battle, Gallim will try to take down it's foe with it,
but your opponent can choose to negate it by discarding a card. If
they do choose to negate it, they will be at loss of one card from
their hand. 1200 ATK points is also pretty high for a level 2
Tuner. Run whatever number you feel comfortable with.



Welcome To Jurrac Park (Jurrac Deck Guide) 2hge1lf

Jurrac Guiaba

Dinosaur/FIRE/4/1700/400

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 attack
this turn.


Jurrac
Guaiba is an excellent card. If it destroys an opponent's monster in
battle, you get to Special Summon any Jurrac with 1700 or lower ATK
straight from your deck. Usually you will Special Summon an Aeolo, then
either go into a level 5 Synchro, or use Aeolos effect to grab another
level 4 Jurrac from the grave, and Xyz Summon into either Evolzar
Laggia, or Evolzar Dolkka. If you don't have any Jurracs already in the
grave, then you'll likely either Summon a level 4 Jurrac, or a Dino to
go for a level 7 Synchro. Also, the monster Guiaba destroys in battle
doesn't need to go the graveyard, so if you attack a monster like
Penguin Soldier, or D.D. Warrior Lady, you will still get to Special
Summon a Jurrac, regardless of Guiaba being removed from the field. Run
three, no matter what your build is.

Welcome To Jurrac Park (Jurrac Deck Guide) 2eojjad

Jurrac Herra

Dinosaur/FIRE/6/2300/1500

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


This card is pretty good
for keeping pressure on your opponent if you find yourself in need of
time to stall. Not really useful for much else, since your Jurracs
are in ATK mode most of the time, and should be trying to win
every battle, not go on the defense. Combos good with Stauriko, to
Summon
Hera, two tokens for some defense if needed, but keep in mind, you
can't Summon it if a “Jurrac Token” is destroyed, as tokens
can not go to the graveyard. Run up to two at max in pure builds.

Welcome To Jurrac Park (Jurrac Deck Guide) 2niws3b
Jurrac Iguanon

Dinosaur/FIRE/1700/700

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.


Another level 4 Jurrac.
Not many excuses to be using it. It's effect puts an opponent's Set
card back to the hand, which is pretty useless, unless you're
returning a monster to the hand. If you return a set Trap/Spell,
they'll just set it back next turn. Would be a lot better if it
destroyed a Set card, or returned to the deck. Don't use it in any
build.


Welcome To Jurrac Park (Jurrac Deck Guide) 2na0lcw
Jurrac Monoloph

Dinosaur/Tuner/FIRE/1500/1200

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


The last of the three
level 3 Tuners. If you have a Jurrac Giganoto on the field, Monoloph
tears right through your opponent's defenses. On it's own, 1500
ATK isn't very scary, and not usually going to take down your
opponent's whole monster row. In pure builds, you can use one Monoloph along with 2 Jurrac Dino, if you
don't want to run three Dino.

Welcome To Jurrac Park (Jurrac Deck Guide) Wwkqgz
Jurrac Protops.

Dinosaur/Fire/1700/1200

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


It's
a level 4 Dinosaur, so it can be used for Summoning Evolzar Laggia and
Dolkka. The effect is downright awful, even worse than Iguanon. At best
it will have 2200 ATK, and that's only if your oppnent has five monsters
on the field. Don't use it, there are better things level 4 Jurracs to
run.


Welcome To Jurrac Park (Jurrac Deck Guide) 6xqhdd
Jurrac Ptera

Dinosaur/FIRE/800/1500


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.


Ptera is not half
bad. Returns monsters to hand, which is very useful for getting rid of
Xyz monsters, and if it lives a battle in which it's attacked, it will
gain more DEF, making it an annoyance to get rid of. 1500
DEF isn't going to block very many attacks, and the fact that it
has to be attacked to return anything to the hand makes it very slow.
I wouldn't recommend using it, but you can run 1 in pure builds if you really like it.


Welcome To Jurrac Park (Jurrac Deck Guide) 11he7p3
Jurrac Spinos

Dinosaur/FIRE/7/2600/1700

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



Spinos is one of your boss
monsters. It's effect is used to put weak tokens on the opponent's field
for Guaiba, Dino, Iguanon, and Monoloph to destroy in battle. Sadly,
Spinos is level 7, meaning you have to tribute two monsters to Normal
Summon it, and it's really not worth the Summon. Don't use it.

Welcome To Jurrac Park (Jurrac Deck Guide) 30wp74i
Jurrac Stauriko

Dinosaur/FIRE/2/500/400

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


Stauriko
is good for setting up Synchro plays, including Shooting Quasar
Dragon, and the tokens can also help you stall if needed. Run any
number you feel comfortable with. In pure, you can any number you like.


Welcome To Jurrac Park (Jurrac Deck Guide) Fw0tft
Jurrac Titano

Dinosaur/FIRE/9/3000/2800


This card cannot be
Special Summoned. While face-up on the field, this card cannot be
targeted by the effects of Traps or Effect Monsters. Once per turn,
you can remove from play 1 "Jurrac" monster with 1700 or
less ATK from your Graveyard to have this card gain 1000 ATK until
the End Phase



Another
boss monster. 3000 ATK is pretty scary, and it comes with trap and
monster targeting immunity, which means it won't be getting hurt by
cards like Atlantean Heavy Infantry, Compulsory Excavation Device, or
Dimensional Prison. Sadly, it doesn't have spell targeting immunity.
Titano can't be Special Summoned, so the only way to Summon it is by
tributing two monsters, unless you run Big Evolution Pill, which you
should not be using. Don't use it unless you're devoting your deck to
it.

Welcome To Jurrac Park (Jurrac Deck Guide) 2mgjo78

Jurrac Tyrannus

Dinosaur/7/FIRE/2500/1400

You can Tribute 1
Dinosaur-Type monster you control to have this card gain 500 ATK. If
this card destroys an opponent's monster by battle and sends it to
the Graveyard, this card gains 300 ATK.



Another
Jurrac boss monster. Tyrannus can gain ATK permanently and fast.
Tribute a Jurrac, and permanently gain 500 ATK. Destroy a monster, and
permanently gain 300 ATK, and it's not even once per turn. If only
Tyrannus didn't require two tributes to be Normal Summoned, it could be
so much better. Don't use it, it's not worth tributing two monsters to
Summon.


Welcome To Jurrac Park (Jurrac Deck Guide) Nwhd9x
Jurrac Velo

Dinosaur/FIRE/4/1700/1000

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.


This
is a very good card right here. Whenever destroyed by battle in ATK
mode, you get to replace it with another Jurrac with 1700 or less ATK.
It's also level 4, which means you can make the Evolzar Xyz with it. Run
up to three, usually you'll be using 3, to keep targets for Guaiba to
Summon.


The Synchros
Welcome To Jurrac Park (Jurrac Deck Guide) M4tvq
Jurrac Giganoto

Dinosaur/Synchro/FIRE/2100/1800

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.


Giganoto
gives a 200 ATK boost to all of your Jurracs on the field, not just
himself. Just two Jurracs in grave, and you'll have a 400 ATK boost to
all of your Jurracs, putting Guaiba and Dino at 2100 attack points. Your
deck should be able to fill up the grave fast, so Giganoto will
constantly be getting stronger and making your other Jurracs stronger.
If you have two Giganoto on the field, you'll get twice as much ATK as
before. With two on field, minimum Jurracs currently in your grave
should be 4, so all your Jurrac monsters will gain 1600 ATK. That
puts your Giganotos at 3700 attack, and your Guiaba and Dino at 3300
ATK. That is scary, isn't it? Now imagine three on the field. You
should have atleast 6 Jurracs in your grave if you Summoned three
Giganoto, so each Giganoto will boost your attack points by 1200,
putting your Giganotos at 5700 ATK each, and Guaiba and Dino at 5300.
You'll usually want to make your opponent waste all their
removal cards on Evolzar Laggia and Dollka early/mid game, then
Summon
Giganoto late game for huge beaters. In pure builds, try to fit three
in your Extra Deck, if you can't fit them in, then use 2.

Welcome To Jurrac Park (Jurrac Deck Guide) S5dyjt
Jurrac Meteor

Dinosaur/Synchro/10/2800/2000

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

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



Level
10 is a pretty awkward level for a Synchro, and would be a lot better
at level 9, but still an amazing card. The best, if not only ways to
Summon Meteor is two level 4 Jurracs+Gallim, or a level 4 Jurrac+a level
3 Tuner+Ptera. When Summoned, Meteor will immediately destroy
everything on the field, and you'll always be on
the winning side of the nuke, since you get to Summon any Tuner from
your grave after destroying the field. Just Summon Aeolo back after
nuke, then tribute Aeolo to Summon whatever Jurrac you want. If you
have a Gallim in your deck, put 1 Meteor in your Extra Deck.


Welcome To Jurrac Park (Jurrac Deck Guide) 1zohjrn
Jurrac Velphito

Dinosaur/Synchro/FIRE/?/?

1
Tuner 1 or more non-Tuner Dinosaur 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.





Level five Synchro, and immediately gets rid of face down DEF mode
monsters. Won't really ever have more than 1900 ATK and
Catastor is better for destroying monsters at the start of battle. Don't use it, there are better level five Synchros.


The Trap



Welcome To Jurrac Park (Jurrac Deck Guide) Ou5rib
Jurrac Impact

Trap/Normal

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





That's right, it's Meteor in trap form. As if to confirm it, the art shows
Meteor crashing down on Earth. If your build can Summon Giganoto, or
if you run Super-Ancient Dinobeast, you can tech this card at one or two.


Off Theme Support


Super-Ancient Dinobeast

Dinosaur/EARTH/8/2700/1400

You
can Tribute Summon this card in face-up Attack Position by Tributing 1
Dinosaur-Type monster. When a Dinosaur-Type monster is Special Summoned
from your Graveyard, you can draw 1 card.



2700 ATK, can be Summoned with only one tribute, and has a Card of The Safe Return effect. This thing right here can be an amazing
draw engine if used properly. Being level 8 means it can't be
searched by Fossil Dig, but it's still searchable. How? Ninjitsu Art
of Super-Transformation, which will Summon it straight from the deck.
But how will you make use of the draw effect? Jurrac Aeolo, for one example. Aeolo Special Summons straight from the grave, making it Dinobeasts favorite little buddy. You can also use Kinka-Byo to Special Summon Aeolo right from the grave, draw a card, use Aeolo's effect, draw
another card. If you happen to have a Circle of The Fire Kings in
your hand, destroy the monster Summoned by Aeolo, and Special Summon Aeolo, draw a card, then use Aeolos effect to Re-Sumon the monster destroyed by Circle of The Fire Kings, and draw 1 more card. By then you probably drew into Rekindling. Run three in it's own build.


Flamvell Firedog

Beast/FIRE/4/1900/200


When
this card destroys an opponent's monster by battle and sends it to the
Graveyard: You can Special Summon 1 FIRE monster with 200 or less DEF
from your Deck, except "Flamvell Firedog".





Summons Aeolo and Gaalim straight from the deck, and is a Rekindling target. Firedog can also Summon Boost Warrior if you use it. Run any number you choose.



Boost Warrior

Warrior/FIRE/1/300/200

If
you control a face-up Tuner monster, you can Special Summon this card
from your hand in face-up Defense Position. All Warrior-Type monsters
you control gain 300 ATK.



It's a level 1 non Tuner with 200 DEF that can be Special Summoned straight from the hand. If you want to be able to Summon Shooting Quasar Dragon, you should be using at least 1 Boost Warrior.


Ninja Grandmaster Hanzo

Warrior/DARK/4/1800/1000


When this card is Normal Summoned: You can add 1 "Ninjitsu Art"
card from your Deck to your hand. When this card is Flip or Special
Summoned: You can add 1 "Ninja" monster from your Deck to
your hand, except "Ninja Grandmaster Hanzo".


Searches out Ninjitsu Art of Super-Transformation, while being searchable himself. If you're running Super-Ancient Dinobeast, use three Hanzo.


Kinka-Byo

Beast/Spirit/DARK/1/400/200


This card cannot be Special Summoned. This card returns to its owner's
hand during the End Phase of the turn it is Normal Summoned or
flipped face-up. When this card is Normal Summoned or flipped
face-up, you can Special Summon 1 Level 1 monster from your
Graveyard. When this card is removed from the field, remove from play
that monster.



Summons Aeolo straight from the grave, and is a level 1 Non-Tuner, so it can be used to Synchro Summon Formula Synchron, making Quasar easier to Summon. Also let's you draw two cards with Dinobeast, assuming you use Aeolos effect. Run one if you choose to run it, and in Dinobeast builds, run up to three.


Fossil Dig

Spell/Normal

Add 1 Level 6 or lower Dinosaur-Type monster from your Deck to your hand.



Adds any of the good Jurracs to your hand. Run three in every build.



Rekindling

Spell/Normal


Special
Summon
from your Graveyard as many FIRE monsters as possible with 200 DEF.
During the End Phase, remove from play all monsters that were Special
Summoned by this effect.



Summons up to three Aeolo from the grave, along with Firedogs, and Boost Warrior, aka Summoning either an Evolzar, multiple Synchros, or even Shooting Quasar Dragon. You get your monsters in the grave very
quick, so there is no reason not to be using three of this. Also
combos ridiculously with Dinobeast.


Forbidden Lance

Spell/Quick-Play

Target 1 face-up monster on the field; until the End Phase, it loses 800
ATK, but is unaffected by the effects of other Spell/Trap Cards.



Weakens your opponent's monsters, allowing Guiaba and Dino to run over your opponent's monsters easier, and also protects your Evolzars from other Spells and Traps, making your opponent have to waste more
resources on them. Run three in every build.


Shrink

Spell/Quickplay


Select 1 face-up monster on the field. The original ATK of that monster is halved until the end of this turn.




Just like Lance, it weakens your opponent's monsters, helping you run over them. It doesn't come with Spell and Trap protection, but it usually weakens monsters by more than Shrink. Run however many you want.


Enemy
Controller

Spell/Quick-Play


Activate
1 of these effects.

?
Target 1 face-up monster your opponent controls; change that target's
battle position.

?
Tribute 1 monster to target 1 face-up monster your opponent controls;
take control of that target until the End Phase.



It puts your opponent's monsters in DEF position, and usually Guaiba and Dino can run over defense position monsters, since most monsters have less defense than attack. It can also take an opponent's monster so you can Xyz or Synchro with it. Run however many you want and can fit in.


Call of The Haunted

Trap/Continuous


Target
1 monster in your Graveyard; Special Summon that target in face-up
Attack Position. When this card leaves the field, destroy that
target. When that target is destroyed, destroy this card.



Summons a monster from grave, and you get a draw from Dinobeast. Run three if you can fit them all in, if you're using Dinobeast.


Ninjitsu Art of Super-Transformation

Trap/Continuous


Target
1 face-up "Ninja" monster you control and 1 face-up monster
your opponent controls; send them to the Graveyard, then Special
Summon to your side of the field 1 Dragon, Dinosaur, or Sea
Serpent-Type monster from your Deck whose Level is less than or equal
to the combined Levels of the sent monster(s). When this card leaves
the field, banish that monster.



As mentioned earlier, if you want to use Dinobeast, you're gonna need
this to search it out. Run 3 in Dinobeast builds.


Laval Dual Slasher

Warrior/Synchro/FIRE/5/2400/200

1
Tuner 1 or more non-Tuner FIRE monsters

This
card gains effects based on the number of "Laval" monsters
in your Graveyard:

?
2 : Once per turn, if this card attacks a Defense Position monster,
it can attack once again in a row.

?
3 : If this card attacks a Defense Position monster, inflict piercing
Battle Damage to your opponent.




This isn't a laval deck, so we can't make use of his effect. The reason to use it is because it's a level 5 Synchro with 200 defense, which
means it can be revived by Rekindling. Use one.




Formula Synchron

Machine/Synchro/Tuner/LIGHT/200/1500

1
Tuner 1 non-Tuner Monster

When
this card is Synchro Summoned: You can draw 1 card. During your
opponent's Main Phase: You can Synchro Summon using this face-up card
you control as a Synchro Material Monster.



You can't Summon Shooting Quasar Dragon in this deck without using
Formula Synchron. Use the one you're allowed.


Shooting Star Dragon

Dragon/Synchro/WIND/10/3300/2500

1
Tuner Synchro Monster "Stardust Dragon"


Each
of these effects can be activated once per turn: ? Reveal the top 5
cards of your Deck. Shuffle them back in, and this card's maximum
number of attacks this turn is equal to the number of Tuner monsters
revealed. ? Negate the activation of an effect that would destroy a
card(s) on the field, and destroy that card. ? When your opponent's
monster declares an attack you can select it, then remove this card
from
play and negate the attack. During the End Phase, Special Summon this
card that was removed from play by this effect.



It's not likely that your opponent will get rid of Quasar, but if they do,
you'll want to have Shooting Star Dragon ready to take it's place.
Use one.

Shooting Quasar Dragon
Dragon/Synchro/WIND/12/4000/4000
1 Tuner Synchro Monster 2 or more non-Tuner Synchro Monsters
Must
be Synchro Summoned, and cannot be Special Summoned by other ways. This
card's maximum number of attacks per turn equals the number of
non-Tuner monsters used as its Synchro Material. Once per turn, when a
card or effect is activated: You can negate the activation and destroy
it. When this card leaves the field: You can Special Summon 1 "Shooting
Star Dragon" from your Extra Deck.


4000
attack, attacks twice, negates card effects, and is easily Summoned
late game thanks to Rekindling. You should be using one in most builds.



Evolzar Laggia

Dragon/Xyz/FIRE/4/2400/2000

2
Level 4 Dinosaur-Type monsters

During
either player's turn, when a monster(s) would be Normal or Special
Summoned, OR a Spell/Trap Card is activated: You can detach 2 Xyz
Materials from this card; negate the Summon or activation, and if you
do, destroy that card.



Evolzar Laggia is the best Rank 4 Xyz monster that only needs 2 Material, and is excusive to Dinosaurs, which this deck is full of. Having the power to negate everything other than Effects, and Counter Traps is very powerful, and usually forces your opponent to waste their
removal cards. Use two to three depending on your Extra Deck space.

Evolzar Dolkka

Dragon/Xyz/FIRE/4/2300/1700

2 Level 4 Dinosaur-Type monsters

During
either player's turn, when a monster effect activates: You can detach 1
Xyz Material from this card; negate the activation, and if you do,
destroy it.



Doesn't come with as much negation as Laggia, but it negates the one thing Laggia can't: monster effects. If you manage to get Dolkka and Laggia both on the field with Xyz Material, your opponent is going to be in huge trouble. Use one or two depending on Extra Deck space.


Hybrids


Jurracs have plenty of search power, and the fact that they are Dinosaurs allows them to be used as an Xyz engine in many different hybrids. I am going to list the best hybrids for you.


Flamvell-Jurracs:
This deck uses the battle recruiting effects of Flamvell Firedog and
Jurrac Guaiba for quick Synchro and Xyz summons, while setting the
grave up for Rekindling. The main advantage of using Flamvell-Jurrac
over pure Jurrac is that Flamvell Magician allows for level 8
Synchros, which is a level very hard for pure builds to make.


T.G. Jurrac:
The thought of T.G. Jurrac might puzzle you at first, but
think about it. Jurracs have amazing search power to go with the T.G.'s floating effects, and the Jurracs are dinosaurs, which means
access to Laggia and Dolkka.



Jurrac Heroes:
Yes, Jurrac Heroes is a real, legit deck. Heroes have

amazing search power, and so do Jurracs. The Jurracs are used to Sumon
Evolzar Laggia and Dolkka to control the field, and make your opponent
use up most of their resources trying to get rid of them. Then, late
game, once you've finished controlling the field with Laggia and Dolkka,
use Miracle Fusion and Summon a HERO Fusion, which will be very hard to
get rid off, since your opponent should have already used most of their
Spells and Traps getting rid of Laggia and Dolkka.



Deck Lists
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