
Jurrac Stego – #BLMM-EN017
During your Main Phase: You can destroy 1 card you control, and if you do, send 1 Dinosaur monster from your Deck to the GY, then you can Special Summon “Jurrac” monster(s) from your hand and/or Deck, except “Jurrac Stego”, whose total Levels equal the sent monster’s Level, ignoring their Summoning conditions, also for the rest of this turn, you cannot Special Summon, except Dinosaur monsters. You can only use this effect of “Jurrac Stego” once per turn. When this card is destroyed by battle: You can return 1 face-up card on the field to the hand.
Date Reviewed: August 19th, 2025
Rating: 3.83
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,
Jurrac Stego resembles Jurrac monsters in stats more than Megalo.
Bearing the 1700ATK stat in Jurrac is common among many of the Level 4’s, and Stego is no different. Stego’s ability to destroy a card you control to Foolish Burial a Dinosaur monster fits more in typical Dino-based decks than just Jurrac. This is where that blanket Dinosaur support comes in, specifically, Miscellaneousaurus. You can destroy Babycerasaurus on the field to Special Summon a Level 4 or lower Dino while sending Miscellaneousaurus to the grave with Stego to Special Summon any number of Jurrac monsters that equal up to Miscellaneousaurus’s Level. Sending even just any basic Jurrac to the grave from the Deck with Stego can get multiple monsters like yesterday’s Megalo, or Aeolo, which can be tributed to Special Summon a Jurrac from the grave and is not a once per turn. Sending a Level 4 can get you four Level 1 Jurracs or a Level 3 and a Level 1 Jurrac. However you decide to do it, you want to pop something that will give you advantage as well, but if you are going the route of Aeolo, popping Stego for this isn’t a bad way to play.
Being locked into Dino monsters for the turn you use Stego’s ability isn’t anything really to speak of, but it has to be put on the card just in case. Stego, if being used to battle and dies in battle can pop a card back to the owner’s hand. Being 1700ATK and a Jurrac, you may find yourself in a battle at some point, so having this effect does allow you to have some push-back against the opponent, or the ability to bounce a card you have so you can play it again in the same turn.
Just like Megalo yesterday, Stego is bent on getting you advantage with as little invested while keeping itself balanced. Trading a card for a Foolish Burial is balanced on surface level, but Stego is essentially a four-monster summon on its own in this archetype if you go for two Megalo and 2 Aeolo. What you do after that is up to you, but you will be locked into Dinos for the turn. Second ability will rarely come up but if it does you could be bouncing something of your own to play again. At worst, it forces a negation from the opponent.
Advanced- 4/5 Art- 4/5
Until Next Time,
KingofLullaby

Crunch$G
Next up for Jurracs is yet another option to trigger the effect of Babycerasaurus: Jurrac Stego.
Stego is a Level 4 FIRE Dinosaur with 1700 ATK and 900 DEF. 1700 ATK seemed to be part of the Jurrac gimmick initially, which is a fine ATK stat, and a FIRE Dinosaur is pretty nice. First effect can trigger during your Main Phase, letting you destroy a card you control and send a Jurrac from your Deck to the graveyard to summon any number of Jurrac monsters from your hand and/or Deck, besides Stego, whose combined Levels equal that of the sent monster. You can at the very least send Stego off of this effect to summon 4 copies of Megalo and/or Aeolo to make Synchro plays potentially. You could also send Titano from Deck to grave to summon 2 Level 4s and a Level 1 Tuner and still have room on the field to trigger a Babycerasaurus or Petiterandon you destroy off this effect. You also get to ignore summoning conditions, mostly since there are some Jurrac boss monsters in the Main that cannot be Special Summoned, also your Special Summons for the rest of the turn are limited to Dinosaurs, which is alright considering there are decent Dinosaur boss monsters you can still use. Only HOPT effect on this card. The other effect triggers when destroyed by battle, letting you return a face-up card on the field to the hand. Battle destruction effects are not reliable anymore, but it might have been too good if Stego could destroy himself to trigger his second effect. It’s another good Jurrac card in a pool where those are still few and far between, so it’s yet another addition to Jurrac Dinosaurs more so than a pure Jurrac Deck, but it’s still better than where Jurracs were before this support.
Advanced Rating: 3.5/5
Art: 4/5 Yet another cool design with the flaming dinosaurs.

Mighty
Vee
This wave was full of bombshell cards for Jurrac, though arguably the most important one is today’s card, Jurrac Stego, a level 4 FIRE Dinosaur. Unfortunately, Stego is a little more limited in terms of practical searchers — while Fossil Dig will still reliably access it, other options are either 2-card combos (Jurrac Volcano plays) or consume your Normal Summon, so you’ll want to hard open Stego or Fossil Dig in a best-case scenario. Evoltile Megachirella is also an option if you really want more consistency, though it’ll set you back a discard, which may or may not be a good thing depending on your hand. Perhaps unsurprisingly, Stego continues the trend of Jurrac monsters having relatively low stats despite being a battle archetype, with 1700 attack and 900 defense. Like with Jurrac Megalo, it’s a good thing that it’s more of a combo piece than a fighter, so its stats are mostly irrelevant.
Stego has 2 effects, and the first one is a doozy so get ready! It’s a hard once per turn effect to destroy any card you control to send any Dinosaur from your deck to the Graveyard. Afterwards, you can Special Summon Jurrac monsters from among your hand and deck (gotta love garnet prevention!) with levels equal to the the level of the sent Dinosaur while ignoring their summoning conditions. Naturally, this all comes with a Special Summon lock into Dinosaurs for the rest of the turn. There’s a lot to unpack here, so let’s go a step at a time. Stego is perfectly fine with destroying itself, but if you summoned it with tomorrow’s card, Jurrac Volcano, destroying Volcano is also a good option so that you can keep it as a body. Otherwise, the ideal targets are a baby Dinosaur for obvious reasons, or Megalo so that you can send the new boss monster early. It’s tempting to send a high-level Dinosaur like Ultimate Conductor Tyranno and just casually swarm the field, but the ideal tactic (assuming you had to make Stego destroy itself) is to send Miscellaneousaurus and summon a mix of Jurrac Megalo and Jurrac Aeolo. You can use the Aeolos to revive Stego, which helps fill the Graveyard with fodder for Misc and minimizes your reliance on running other level 4 Jurrac monsters (which you really don’t want to do. Have you read Jurrac Protops?). 2 Megalos and 2 Stegos will, at minimum, get you to their boss monster with Jurrac Volcano set up, with potential for Ultimate Conductor Tyranno as well if you use Misc to summon Souleating Oviraptor. With the right extenders, you can summon Overtex Qoatlus as well for a Spell/Trap negate. It’s a fantastic effect, and while that does make it kind of vulnerable to Hand Traps, Jurrac in particular isn’t too bothered because you still have a few options for emergency combos; I’m still more concerned about not having that many copies of Stego itself. The lock does hurt a bit since you won’t be able to summon powerful level 5 Synchros or even the Evolzar bros, but I think it’s a small price to pay for the combo potential. Stego’s other effect is barely worth mentioning, a non-once per turn effect that triggers when it’s destroyed by battle to let you return any face-up card on the field to the hand. This would’ve been great if it was just destroyed by any means since it would combo well with UCT, but it’s through battle only, so it’s almost worthless. Stego is yet another massive bandaid monster for a classically terrible deck, and I wouldn’t have it any other way; you want to see this, so I’d run 3 copies and 3 Fossil Digs at the bare minimum. If you’re not very confident, you can run 3 Megachirellas and maybe even Evo-Diversity, but that’ll come at the cost of making your 2-card combos more inconsistent.
+Outstanding combo starter that can quickly swarm the field and set up powerful combos
+Non-targeting bounce can help in emergencies
-Not very accessible as a combo starter without drawbacks
-Dinosaur lock limits combo potential from powerful Synchro and Link tools
Advanced: 4/5
Art: 3.25/5 Is it just me or is the face weirdly detailed? Other than that, a stegosaurus on fire, as you’d expect.
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