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Pojo's Inuyasha Card of the Day
Image from
Score |
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Juromaru, Spawn of Naraku
Jaki
When JUROMARU steals a shard
while you control KAGEROMARU, steal 1 additional
shard. (*) When JUROMARU is defeated, defeat
KAGEROMARU.
Type - character
Card Number - 73
Card Rating: 3
Ratings are based on a 1 to 5 scale 1
being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 02.01.06 |
Goggleboy |
Just like in the anime, this guy is all bark and no
bite without his counterpart. Juromaru and
Kageromaru have a unique partnership. Both have
fairly impressive stats on their own (7/6/3 for
Juromaru) and they both gain additional abilities
from being on the field together. Now, they would be
a really good combo team on their own, EXCEPT they
have a slight flaw. If one dies and the other is in
play, he dies. 2-for-1. Not a good thing. The only
deck you'd want them in is a spawn deck, and even
then you wouldn't want to play both unless you were
certain they would either survive or one of the
effects would come in mighty handy.
Jromaru, by himself, makes for a beefy yet costly
spawn for Naraku to use.
Overall: 2.5/5 Nothing really spectacular. If you
want spawns, get more insects.~GoggleBoy
UMaine
Animation Club President
Upper Deck Demo Team Leader
Yu-Gi-Oh Level 1 Judge & Tournament Organizer
"I reject your reality and substitute my own" - Adam
Savage |
nimbly |
Hey
all my pojo brethren. Today, we got another cool
card for those who really love the evil side of the
game. I mean, come on, they rock right?
Juromaru, Spawn of Naraku
Rarity: Uncommon
Card Set: Jaki
Card #: 73
Card Type: Character
Deck Cost: 4
Power: 7 Blue, 3 Green, 6 Purple
Traits: Demon, Evil, Spawn, Male, Unique
Ability: When Juromaru steals a shard while you
control Kageromaru, steal another shard.
When Juromaru is defeated, defeat Kageromaru as
well.
Positive Factors
Here you have a straight up attacker with decently
strong attack power. He lacks both black and white,
so he won’t be able to attack with the most popular
colors, but he has 7 blue and 6 green, which is
commonly a low color for most characters.
The effect is really awesome. It’s got the Sesshy
Transformed affect, where if you steal a shard with
Kageromaru on the field, you get another shard. So,
taking down 2 shards, and use Kageromaru for another
shard, then run a Sesshy, and there you go, 5 shards
down and the game is locked, assuming you don’t lose
any with some proper defense.
The second effect is a little of a letdown, but what
can you do? Still a decent card.
Negative Setbacks
The fact that it is one of the only 2 Juromarus in
the game is really a back draw. I mean, the other
juromaru (Legendary Foe Juromaru) rocks, since it
powers up to get a shard and gets +3 to all colors
when Naraku or Kageromaru are on the field. However,
this Juromaru does fail to the LF.
This juromaru needs a situational shard to steal.
You have to have Kageromaru on the field to get the
second shard. Now, if you are running demons, you
should probably already head towards the fast type
of deck with Sesshy Transformed, which just steals 2
when it defeats a character. The fact that Juromaru
has no real affect at all when Kageromaru isn’t on
the field really blows.
4 is a decent cost, but is higher than most. It
links to Kageromaru, Spawn of Naraku, but that also
has that nasty 2nd ability where they both go down
if one is defeated. That affect really kills this
card, unless you have lots of protection and defense
cards.
The Recap
Here are our positives and negatives again.
Positives
+ Can steal 2 shards in one attack
+ Great in a deck that focuses on winning by 2nd
turn.
+ Decent attack power
Negatives
- needs Kageromaru on the field to activate ability
- Falls in comparison to Juromaru Legendary Foe
- The second effect really sucks…
The Scores
Constructed (Demon Rush Deck) – 2.5/5 - It gives the
2nd turn kill deck a nice way to double steal
shards, but it seems as if the LF still does the
same thing, with better stats. LF does need to power
up though…
Constructed (Overall) – 2/5 – Unless you can power
this guy up to godlike stats, he doesn’t do much
when you need him to. Against Chibis and other top
tiers, its 7 power looks pale. It’s only a mediocre
card, but use the LF. Much better, stronger and
reliable.
Art – So, would this be today’s form of the gothic
person with the hair covering one side? He’s kinda
scaring me…
That wraps it up for Juromaru, Spawn of Naraku.
Anyone has a comment or just want to rant about
whatever I wrote, send an E-Mail to nimbly@gmail.com
and we’ll see.
Later Days…
|
J. Wyatt |
Juromaru, Spawn of Naraku.
Ah Juromaru, a great card in Spawn decks, the only
problem is, he is at both is best and worst when
Kageromaru is also in play. Sure he steals two
shards when he defeats a character with Kageromaru
out, but all the opponent has to do is target
Kageromaru(Spawn of Naraku), and both are defeated,
giving your opponent those two shards back. Juromaru
has some very good stats, 7 blue, 6 Purple and 3
green, that last one isn't great, but it isn't
abismal. His four deck cost is a little much, but
for a character with such good stats, it is
forgivable. However, even with his pluses, the
Legendary Foe Juromaru is still better, especially
because he has an advantage to having Kageromaru
out(as well as Naraku), but having no disadvantage
for having them out.
Something that frustrates me is that Legendary Foe
is so much better and so should be the only Juromaru
run in a Spawn deck, but you can't utilize the Power
Up effect of stealing a shard without this inferior
version as well.
At least it is plausible to run the old Juromaru
with the Legendary Foe, unlike Kageromaru, who you
should only use the Legendary Foe version of.
Pros:
+High colors
+Can steal two shards if Kageromaru is out Works
well in Spawn deck
Cons:
-High deck cost
-Easily defeated indirectly
-Legendary Foe works even better
Casual:3/5
Spawn Deck:3.9/5
Art:2.9/5 Not great, but not bad
|
Jarrett
Official InuYasha TCG Playtester |
Juromaru, Spawn of Naraku
Juromaru, Spawn of Naraku looks to be an interesting
card for spawn decks at first glance, but when it
comes down to it he falls a little too short.
His high Blue and Purple can be deemed useful if it
were not for his lacking green, which stands at a
value of three. Sorry to say, but a lot of the
playable characters in this game, like multiple
versions of Kagome, have high green. That's not the
main reason I wouldn't run him though.
It's his game text. For me, it's too much of a
gamble. If you have Kageromaru in play, he steals an
additional shard during an attack. That is amazing,
except one little thing. If Kageromaru is defeated,
he is as well. When you factor in that Kageromaru
has the same negative ability well you'll then
realize that these cards, while meant to swing you
towards victory a whole lot faster, will do the
complete opposite.
5/10
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