Jurrac Deck #650587 — Yu-Gi-Oh! TCG

55 Main, 15 Extra, incl. Fire King Courtier Ulcanix x3, Fire King High Avatar Kirin x3, Legendary Fire King Ponix x3.

Created by: YGO Mod (20517634)

Created On: 02/14/2026

 
 


Official AI Deck Power Analysis
MidrangeConfidence: MediumEvaluated Feb 14, 2026
52± 8/ 100
Power Score
Structural 59
Reliability 48
Going First 58
Going Second 68

Deck — Deck Power Evaluation

Final Contextual Deck Power: 52/100 (±8 · Confidence: Medium)

Overall score Value
Structural Deck Power 59
Going First 58
Going Second 68
Meta Power provisional
Tournament Reliability 48
  • Primary strategy: Midrange
  • Secondary strategies: Combo, Control
  • Format: tcg

Legality

Main 55 / Extra 15 / Side 0 — status: Legal.

Identity & game plan

  • Win condition: Synchro-based board pressure via Jurrac monsters combined with Fire King interruption and recursion; Going-second disruption and board-break via hand traps and removal spells, then pivoting to aggressive turns
  • Turn 1 (going first): Establish 1–2 Synchro/Link monsters (Jurrac Meteor/Astero or Promethean Princess) with backup Fire King recursion, layer interaction via Kirin/Ponix activation on field
  • Turn 2 (going second): Hand traps (Ash, Infinite Impermanence, Ghost Belle) to slow opponent, then Jurrac/Fire King removal chain into Synchro summon for aggressive push
  • Recovery: Fire King destruction triggers enable free special summons (Kirin, Ponix, Garunix) from hand/GY; Jurrac Megalo grind via discard-2-draw-2; Promethean Princess recycles from GY each turn
  • After siding: No side deck provided; post-side resilience cannot be evaluated

Why it scores here

This Fire King/Jurrac hybrid opens reliable starter access (P≥1 core engine ≈93%) and benefits from strong going-second hand-trap density, but suffers from deck-bloat (55 main deck), conflicting Normal Summon outlets, and missing archetype core cards (36% of standard Jurrac shell absent). The combo ceiling is respectable—multi-destruction chains into Synchro boards with Promethean Princess recursion—but the median output is modest and heavily reliant on disruption survival. Resource economy is solid via Jurrac Megalo grind and Fire King recursive loops, but win-speed and closing power are hampered by mid-range attack values (2400–2800 ATK) and a lack of direct synergy between the two engines. Strength in going-second disruption and recovery does not compensate for T1 board vulnerability and absence of a tuned side deck. The score reflects a competent but unfocused midrange-tempo shell with high variance and limited tournament-context data.

Dimension scores

# Dimension Score Evidence
D1 Engine Accessibility & Consistency 72 P(≥1 Fire King or Jurrac starter in opening 5) ≈ 0.93 from core group; archetype pull is reliable (Inferred)
D2 Opening-Hand Quality & Brick Management 58 13 one-ofs + 10 three-ofs creates redundancy, but 55-card main + 2+ Normal Summon routes (Fire King searchers, Jurrac Megalo) risk clogging; hand quality is uneven (Inferred)
D3 Combo Conversion & Ceiling 68 Best line: Ponix/Kirin → chain removal into Jurrac Meteor/Astero (2–3 destructions) + Promethean Princess Link → 2–3 board pieces with negation; power ceiling ~75–80 (Inferred)
D4 Combo Floor & Median Output 58 Median board: one Synchro + Fire King recursion loop or Princess float; power index ~60–65 without opening a perfect sequence; starter diversity (Ponix, Kirin, Megalo, Island) mitigates but doesn't guarantee consistency (Inferred)
D5 Interruption Resilience & Route Redundancy 62 Two independent synchro/link lines exist (Jurrac → Synchro; Fire King → Kirin/Princess), but heavy reliance on GY activation + single Megalo copy limits recovery depth; 62% reflects moderate resilience (Inferred)
D6 Resource Economy, Recovery & Grind 66 Jurrac Megalo discard-2-draw-2 generates hand advantage; Fire King field recursion sustains grind; Promethean Princess recycles; net resource signature is positive but gated by setup speed (Inferred)
D7 End-Board & Interaction Quality 64 Average board: 1–2 negation pieces (Kirin opt, Astero Special Summon negate, Princess removal trigger); Infinite Impermanence + Dark Ruler No More in hand provide layered going-second support; density is moderate (Inferred)
D8 Going-Second & Board-Breaking Power 68 Strong going-second split via 17 hand-trap copies (Ash×3, Impermanence×3, Ghost Belle×2, Droll×2, Nibiru×2, Evenly Matched×3, Ghost Ogre×2); removal suite (Twin Twisters, Harpie Feather Duster, Called by the Grave) + Dark Ruler No More; board-breaking is reliable (Inferred)
D9 Offensive Pressure & Closing Power 56 Kirin 2400 ATK, Garunix 2700, Meteor 2800; no piercing/direct damage; closing typically requires 2+ turns or uninterrupted board; moderate pressure (Inferred)
D10 Main Deck Efficiency & Flexibility 54 55-card main (vs 40-min standard) dilutes consistency; 29 distinct cards + high ratios (10× three-ofs) create technical inefficiency; Main Deck size violates best-practice compactness (Inferred)
D11 Extra Deck Efficiency & Coverage 62 15-card Extra split: 4 Synchro (Meteor×2, Astero×2), 2 XYZ (Garunix×2), 9 Link (Princess, Dharc, S:P Knight, Linkuriboh, Zealantis, Hiita, Phoenix, Almiraj, Sunlight Wolf); coverage is broad but not all slots are mandatory; efficiency ~62% (Inferred)
D12 Side Deck Adaptability 0 No side deck provided; post-side adaptability cannot be scored; 0 reflects absence of data and no best-of-3 plan (Verified/Data gap)
D13 Matchup Coverage & Format Fit 48 Jurrac archetype is niche in modern TCG; Fire King cross-splash provides redundancy but lacks established meta-dominance; no tournament link supplied; provisional format fit ~48 (Provisional)
D14 Pilotability & Error Tolerance 52 Jurrac Megalo + Fire King chains require sequencing care (destroy order, GY management, Tuner alignment); Synchro math (level, non-Tuner count) adds friction; moderate complexity with decision points (Inferred)

How the score was computed

Strategy profile: 0.70 Midrange + 0.30 Combo. Structural ≈ 59, Going First ≈ 58, Going Second ≈ 68, Meta = provisional, Tournament Reliability ≈ 48. Modifiers: 55-card main deck bloat penalty (-3); Missing archetype core cards (-2); No side deck data (-2); Going-second strength offset (2). Final formula: 0.80*Structural(59) + 0.20*TournamentReliability(48) + Modifiers = 52 (Meta provisional, no dated sample)

Probability & combo summary

  • Opening a starter: P(≥1) ≈ 0.93 · key two-card combo ≈ — · full-brick estimate ≈ 0.07 (all Inferred)
  • Combo output: best PowerIndex —, median —, board-per-starter —
  • Turn order: 0 going-first lines vs 0 going-second lines

Strengths

  • Strong going-second hand-trap density (17 copies) and disruption suite (Dark Ruler No More, Evenly Matched, Infinite Impermanence) enable competitive game-2/3 plans
  • Fire King recursive loop (Ponix/Kirin free specials on destruction, Garunix delayed revival) provides resilience and resource regeneration
  • Jurrac Megalo grind engine (discard-2-draw-2) maintains hand advantage over long turns
  • Promethean Princess provides turn-to-turn GY recursion and board wipe synergy
  • Reliable opener via 93% archetype core accessibility; minimal dead-draw risk on starters
  • Link-heavy Extra Deck (9 slots) enables flexible route to plays and Synchro-enablement

Weaknesses

  • 55-card main deck (vs 40-min legal standard) dilutes consistency and increases variance; non-optimal list construction
  • Missing 64% of standard Jurrac competitive shell (Garunix Eternity XYZ, Meteor, Astero, key Link monsters) limits combo ceiling and board-per-starter output
  • Conflicting Normal Summon routes (Courtier Ulcanix, Fire King searchers, Jurrac Megalo) risk clogging hands and reducing functional openers
  • Going-first board is mid-tier (2–3 pieces with 1–2 negation layers); easily broken by established disruption strategies
  • Closing power hampered by moderate ATK values (2400–2800 max) and lack of burn/piercing effects; grinding games require extended setup
  • No side deck provided; post-side adaptability and best-of-3 resilience unknown; tournament reliability severely diminished
  • Heavy reliance on GY activation (Fire King effects, Promethean Princess) vulnerable to graveyard-lock strategies
  • Tuner density (10 cards) and Synchro math (level alignment, non-Tuner counts) introduce piloting friction

Critical choke points

  • Jurrac Megalo as sole dedicated grind engine; limited copies reduce recovery after multiple disruptions
  • Fire King field slot (Island/Sanctuary) is a single destruction point; loss of field control breaks recursion chain
  • Promethean Princess is only full-turn GY loop; no backup Link recovery if Princess is interrupted or banished
  • No FIRE Tuner backup for Synchro summon after Ash/Called by the Grave hits Jurrac Megalo; Megalo serves dual role (starter + Tuner bridge)
  • 55-card bloat means 15% of draws are non-core; high variance in critical moments
Priority Remove Add Reason
1 Reduce main deck to 40 cards minimum Cut 15 flex/tech cards; prioritize core Fire King (Kirin×3, Garunix×3, Ponix×3, Courtier Ulcanix×3, Island×2) and hand traps. Remove duplicates of low-impact cards (e.g., Fire King Avatar Kirin×1 duplicate). 55-card main inflates brick rate and dilutes starter density; legal limit is 40–60, but 40-card core is standard for consistency.
2 Add missing Jurrac Extra-Deck cards Include Garunix Eternity XYZ×2, Jurrac Meteor×2 (already present×2 but verify 3-ofs if room), Jurrac Astero×2 (missing), Relinquished Anima×1, key Link support (S:P Little Knight, Salamangreat Almiraj, Sunlight Wolf) Only 36% of standard Jurrac shell present; missing core Synchro/XYZ boards limit combo ceiling and archetype synergy. These are 100%-inclusion staples in competitive lists.
3 Consolidate Normal Summon outlets Keep Courtier Ulcanix×3 (searcher + Special Summon condition) and Jurrac Megalo×3 (grind + Special condition); remove lower-utility Fire King Normal Summons if space required. Multiple Normal Summon routes (Courtier, Fire King searchers) create clogging risk. Prioritize high-impact searchers.
4 Construct a 15-card side deck Add anti-meta matchup coverage: Dimensional Shifter (vs GY decks), D.D. Crow (vs recursion), Dogoran Kaiju (vs towers), Dimension Shifter (vs Spellcaster), tech Floodgates (Gozen Match, Shadow-Imprisoning Mirror), and side-out hand traps for specific meta reads. Zero-sided build forfeits best-of-3 adaptation and tournament reliability. Even a basic side deck significantly improves meta positioning.

Evidence & confidence

  • Verified: Deck is Legal (55 main, 15 extra, 0 side; no banlist violations; all restricted cards within legal copy limits); Copy histogram: 10× three-ofs, 6× two-ofs, 13× one-ofs; fire type dominance (34 FIRE, 56 total monsters); Hand-trap role tags: 17 copies flagged (Ash×3, Impermanence×3, Ghost Belle×2, Droll×2, Nibiru×2, Evenly Matched×3, Ghost Ogre×2); Extra-Deck composition: 4 Synchro (Meteor×2, Astero×2), 2 XYZ (Garunix×2), 9 Link (diversity verified); Archetype core by usage stats: 9 of 25 standard core cards present; Ash, Infinite Impermanence, Dark Ruler No More, Ghost Belle, Droll, Ponix, Kirin, Megalo, Nibiru confirmed in deck
  • Observed: Core card inclusion: 22 archetype-tagged or fire-type monsters provide primary engine backbone
  • Inferred: P(≥1 starter in opening 5) ≈ 0.93 from hypergeometric estimate of 22-card core group; 55-card main introduces ±5% variance; Full brick probability ≈ 0.07 (1 − 0.93); represents rare but material dead hands; Combo ceiling: Ponix/Kirin → 2–3 destructions + Jurrac Meteor Synchro + Promethean Princess Link = 3-piece board with layered negation; inferred from card text and recursion text; Median board: 1–2 Synchro/Link + Fire King hand resource; floor emerges from Megalo grind + Promethean recursion loop if Synchro/XYZ blocked; Going-first power ≈ 58: T1 boards lack overwhelming interaction (1–2 negations, no blanket effect negation suite) compared to tier-1 strategies; Going-second power ≈ 68: 17 hand traps + removal suite (Twin Twisters, Harpie, Dark Ruler) + Evenly Matched enable competitive disruption; Jurrac/Fire King field presence supports push post-wipe; Tournament Reliability ≈ 48: 55-card bloat, missing core cards, no side deck, and unproven pilot record significantly reduce consistency across multi-game matches; Archetype synergy: Fire King destruction triggers enable free summons; Jurrac Megalo bridges to Tuner-dependent Synchro lines; Promethean Princess locks FIRE-only summons but sustains value. Hybrid works but is not optimized.; Pilotability complexity: Jurrac level math + Fire King chain ordering + GY sequencing create moderate decision density; 52/100 reflects standard competency threshold
  • Provisional: Meta Power: Null — no dated metagame sample, no tournament link, archetype usage stats show Jurrac is available but niche; cannot assess matchup coverage without field context; Format Fit: Jurrac/Fire King is a real TCG deck archetype but lacks established top-8 representation in recent tournaments; provisional 48/100 reflects accessibility but not meta dominance
  • Data gaps: No combos supplied — combo floor, median power index, and board-per-starter are text-only inferences; no frequency distribution, no interaction density aggregate, no going-first vs going-second split data No tournament link — archetype meta-share context, per-pilot match record, and win-rate telemetry absent; Meta Power is Provisional No side deck — post-side best-of-3 plan cannot be evaluated; Tournament Reliability capped at ~48 No guides — strategic intent and matchup guidance unavailable; pilotability risk assessment is structural only No win-rate telemetry (YGOVN does not materialize per-deck brick/OTK/starter rates) — all consistency and output claims are Inferred from probabilities and card text Archetype core shell is 36% complete — impact on real combo outputs vs. tuned competitive builds unknown

More TCG Info

Jurrac

Jurrac Breakdown

 
 

 

 

 

 

 

 
 

 

 
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