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Jormungandr, Generaider Boss of Eternity – Yu-Gi-Oh! Review

Jormungandr, Generaider Boss of Eternity
Jormungandr, Generaider Boss of Eternity

Jormungandr, Generaider Boss of Eternity
– #MYFI-EN033

2+ Level 9 monsters
You can only control 1 “Jormungandr, Generaider Boss of Eternity”. This card’s original ATK/DEF become 1000 x its number of materials. (Quick Effect): You can detach 1 material from this card; each player draws 1 card, then each player that drew attaches 1 card from their hand or field to this card. You can only use this effect of “Jormungandr, Generaider Boss of Eternity” once per turn.

Date Reviewed: 
January 24th, 2020

Rating: 2.67

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:


King of
Lullaby

Hello Pojo Fans,

Jormungandr, Generaider Boss of Eternity is your boss Xyz monster, through True King may be the Xyz for Generaider to summon.

More ATK/DEF per materials attached, which wouldn’t be the best effect when you are using Level 9 monsters that don’t Special Summon themselves, but then Jormungandr offers to help. The draw effect will trigger Boss Stage, getting you another Generaider and fill the field with tokens, then you’ll get two more resources onto Jormungandr (one from your opponent as well) Your opponent may thin their deck by one, but they don’t plus off it and you will have at least two materials on Jormungandr at the end of it all. You’d like to have 3 materials after, and it being a Quick Effect you can disrupt your opponent during their turn alongside Boss Stage. Those two cards were made for one another to combo every turn and it can quickly lead to a high powered boss on your field alongside a Generaider or two. Most of the time though you’ll be going for True King of All Calamities.

Generaider can have some consistency with the right cards, but if they could Special Summon themselves it would have made them so much better. Along with that, reliance on a Field Spell isn’t what you want in a game that has more removal than ever.

Advanced-2.5/5     Art-5/5

Until Next Time
KingofLullaby


Crunch$G

We end the week with the card that seems to be the intended boss of the archetype full of type bosses, though this one can’t bother to be a boss for the Reptile typing, we end with Jormungandr, Generaider Boss of Eternity.

Jormungandr is a Rank 9 EARTH Reptile with ? ATK and DEF. The stats are equal to the number of Xyz Materials it has times 1000 meaning it can get big, EARTH is a nice attribute and Reptile is a type I wish we saw more from. Like the other bosses, you can only control 1 Jormungandr, and once again it gains 1000 ATK times its materials, which at least will be 2, but can be more since it only needs 2 or more Level 9 monsters and its effect lets it gain more. It has a Quick Effect where you can detach a material from this card to let both players draw a card and then both players choose a card from their hand or field to attach to this monster. So you give up 1 material for 2 and take a resource away from the opponent, which sounds nice on paper and better when you can do it on either turn. The draw effect is to probably help Boss Stage, but the Draw Phase already does that for you. It’d also be better if you chose the opponent’s card, even if it had to be on the field as a result because looking into their hand to choose is too strong, though you could just make it a random card in their hand. Instead your opponent is picking the card and like you are probably going to do, the opponent will probably pick their most useless card. Sure it gets this card bigger as a result, but the effect overall still feels kinda underwhelming. It’s a hard once per turn as well, which is fine since you can only have 1, but it could of been a soft once per turn and not make a big difference. It’s not that bad, but I still feel True King of All Calamities is the preferred Rank 9 for any Deck.

Advanced Rating: 2.5/5

Art: 5/5 At least they still don’t disappoint in artwork.


Alex
Searcy

Jormungandr, Generaider Boss of Eternity closes our week.  This is a Rank 9 XYZ Monster, Earth/Reptile, with ? attack and defense.  XYZ Summon here is performed by any 2+ generic Level 9 Monsters.  Well that fits the theme, doesn’t it?  So, the attack and defense of this card become 1000x the XYZ Material used for its XYZ Summon.  2000 guaranteed, but I’d want at least 3000 to be safe. 

The Quick Effect here is rather interesting.  Detaching an XYZ Material from this card for each player to Draw a card and then attach a card to itself.  So it gains 2000 attack each turn that way.  Which is good and might make you think about only using two for the original XYZ Summon.  The card chosen by each player can come from their Hand or Field. 

Which is fun, I see potential for lockdown with this in the properly constructed Deck.  My biggest problem is that while this card, in theory, has limitless attack potential, it has zero protection.  Investing so much, assuming that it stays on the Field long enough to grow to an asinine attack, while awesome in thought, just isn’t all too realistic.  Still a hell of a lot of fun though.

Rating:  3/5

Art:  5/5 easily.  This honestly reminds me of the Great Leviathan from the *shudders* Orichalcos arc.  But I like all the detail, as well as the darkness of the background, yet the light contrast in what little light there is in this.

Additional:  Jormungandr comes from Jormungandr (literally no name change on this one) meaning huge Monster, and also referred to as the Midgard (World) Serpent.  Originating in Midgard (I’m assuming most people have a casual-esque understanding of Midgard) was what Earth was referred to in Norse mythology/cosmology. 

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