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Juraishin, the Cursed Thunder God – Yu-Gi-Oh! Card of the Day

Juraishin, the Cursed Thunder God
Juraishin, the Cursed Thunder God

Juraishin, the Cursed Thunder God – #ALIN-EN043

1 Tuner + 1+ non-Tuner monsters
Each time your opponent activates a card or effect, gain 300 LP when it resolves. During your opponent’s turn (Quick Effect): You can pay 1500 LP and Tribute this card, then activate 1 of these effects;
● Destroy all face-up monsters your opponent controls.
● Destroy all face-up Spells and Traps your opponent controls.
You can only use this effect of “Juraishin, the Cursed Thunder God” once per turn.

Date Reviewed:  June 4th, 2025

Rating: 3.92

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,

The only Synchro Monster we’re reviewing this week, but it’s a generic one that could be fun: Juraishin, the Cursed Thunder God.

Juraishin needs a Tuner and at least one other monster, and being a Level 11 you’ll likely need more than one monster, but sometimes you’ve got a Level 3 Tuner and a Level 8. EARTH Attribute works with Juraishin being a Psychic-Type (somehow not Thunder-Type). The LP gain Juraishin gives you each time an opponent activates a card or effect is minimal at best (300LP). Psychic-Type monsters are always paying LP to activate effects but paying LP hasn’t made anyone in the meta flinch for a very long time.

Now, the Quick Effect that can only be used on the opponent’s turn where you pay 1500LP to either destroy all face-up monsters your opponent controls, or destroy all face-up Spells and Traps your opponent controls is a different story. Sure, you have to tirbute Juraishin as well, but clearing out face-up monsters Raigeki-style at the cost of a monster and 1500LP is a big win in your favor. You lose a 3100/3100 monster, but clear their board of face-up monster or Spell/Traps.

Despite being generic, this is meant for the P.U.N.K. archetype. With the abundance of Level 3 Tuner monsters, Emergency Teleport, and Level 5’s to work with the Level 3’s to become Synchro 8’s, this archetype can make the card with ease and end turn with this protecting them. Sharakusai can make this Synchro themselves at the cost of 600LP to Fusion Summon a P.U.N.K. Fusion Monster (Level 8) then Synchro into this. Doing this while you have a P.U.N.K. on the field would grant it a second attack this turn through Sharakusai’s second effect. Ze Amin can search Deer Note, then Special Summon Deer Note while sending another P.U.N.K. to the grave. Make a Synchro 8 and then Special Summon anything that isn’t a Level 5 Psychic Monster (Ze Amin or another Level 3 Tuner) and make Juraishin.

Generic Synchro with a huge upside. The Type doesn’t have meta support which is a good thing in my opinion. If the card was too splashable it wouldn’t last long before being limited or banned. Cheap cost to nuke an opponent’s board of face-up cards no matter which ones you choose. The no restriction on how to Special Summon it as well gives its play more of boost as well. P.U.N.K. get something to help them clear out boards without costing them much investment.

Advanced- 4/5      Art- 3.5/5

Until Next Time,
KingofLullaby



Crunch$G

Finally we reach the new card dedicated to P.U.N.K., giving us another generic Level 11 Psychic Synchro to go alongside Psychic End Punisher with us now having Juraishin, the Cursed Thunder God.

Juraishin is a Level 11 EARTH Psychic Synchro with 3100 ATK and DEF. Strong stats in general for a monster to have, EARTH is nice, and it’s funny a Cursed Thunder God is actually Psychic, but that’s fine with the decent Psychic support we have and will be getting. Materials are any Tuner and any non-Tuner(s), making it completely generic if your Deck can make a Level 11. Each time your opponent activates a card or effect, you gain 300 LP after it resolves, making up for all the multiples of 600 LP you pay in P.U.N.K. and the LP you’ll pay in many other Psychic strategies. The second effect is a Quick Effect for the opponent’s turn, requiring you to pay 1500 LP and tributing this card to either destroy all face-up monsters the opponent controls or all face-up Spells & Traps the opponent controls. So now we have a lite version of Raigeki and Harpie’s Feather Duster on a generic Level 11 Synchro. The LP cost is fine if you can capitalize on the removal to go for game on your turn, especially if this gave you some LP back in return. It’s more disruptive of a boss monster while Psychic End Punisher is more of a finisher, so nether replace each other, but instead compliment what the other can’t do, adding versatility to your Extra Deck. HOPT on the destruction effect, but feel free to gain as many LP as you need. It’s another powerful generic Synchro to add to Synchro toolboxes, and it’s perfect for P.U.N.K. since they are most designed to make Level 11 Synchros. If your Deck can get this out via any means, then it’s worth the Extra Deck slot.

Advanced Rating: 4.25/5

Art: 4/5 Not as much of boss energy as Psychic End Punisher in the art department.



Mighty
Vee

Perhaps the least hyped bunch is the P.U.N.K. support, but they’ll be getting an indirect card nonetheless! And that’s today’s card, Juraishin, the Cursed Thunder God, a level 11 EARTH Psychic Synchro monster. It has generic requirements of a Tuner and any number of non-Tuners, so any deck that can make level 11 Synchros can make it easily– P.U.N.K. in particular has no issues since they’re naturally capable of making level 11 Synchros through Ukiyoe-P.U.N.K. Sharakusai and any of their level 8 monsters. The upcoming Psychic series can also make it, though it’s a bit more annoying for them. Juraishin comes with some interesting stats, with 3100 for both attack and defense; slightly above average is always good!

In true Psychic fashion, Juraishin’s effects involve Life Point manipulation; its first effect is a Continuous Effect, healing you for 300 Life Points each time your opponent activates a card or effect. While worrying too much about Life Points isn’t healthy, it’s useful for offsetting the Life Point costs of both your P.U.N.K. combos and this card’s actual effect so that you don’t end up just losing to time rules. Speaking of its effect, that’ll be Juraishin’s sole hard once per turn effect, a Quick Effect that’ll let you pay 1500 Life Point and tribute it to either destroy all of their face-up monsters, or all of their face-up Spells and Traps. Like I said, the healing from Juraishin’s first effect should help offset bleeding Life Points from both this effect and your P.U.N.K. combos, and I’ll never say no to a nuke when a well-timed one can ruin your opponent’s day. All that said, I think Juraishin has many of the same problems as Regis Filia from yesterday; it’s not that hard to make, but it competes with other level 11 Synchros like Psychic End Punisher and the in-house Ukiyoe-P.U.N.K. Amazing Dragon. While they don’t have nukes, they have considerably better staying power than Juraishin, which is important considering P.U.N.K. doesn’t natively have a way to actually revive Juraishin. Sure, maybe I’m spoiled by modern decks having so much recycling ability, but would it kill them to let Juraishin revive itself, even if it’s just once? Still, it’s a great monster to add to the toolbox, and with P.U.N.K.’s new support, it’s not too hard to just make another Juraishin or even just make it alongside Amazing Dragon.

+Monster or backrow wipe is great disruption
+Healing can offset the Life Point costs of itself and your P.U.N.K. monsters
-Competes with other level 11 Synchros
-Lack of staying power makes it less good in longer duels

Advanced: 3.5/5
Art: 4/5 “Wow this is just like the Raiden Shogun from Genshin Impact”


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