Prey of the Jirai Gumo
Prey of the Jirai Gumo

Prey of the Jirai Gumo – #MAZE-EN010

Special Summon this card as a Normal Monster (Insect/EARTH/Level 5/ATK 2100/DEF 100) to your Main Monster Zone in its same column (this card is also still a Trap), then you can destroy 1 monster your opponent controls in this card’s column. You can banish this card from your GY; add 1 of your “Sanga of the Thunder”, “Kazejin”, or “Suijin” that is banished or in your Deck to your hand. You can only use each effect of “Prey of the Jirai Gumo” once per turn.

Date Reviewed:  May 24th, 2023

Rating: 2.17

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

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

Prey of the Jirai Gumo is a combo of Jirai Gumo’s in-show ability with fetching power for your Gate Guardian pieces.

Continuous Trap that Special Summons itself as a Jirai Gumo monster (still a Trap Card though). We’ve seen these before and keeping them a Trap balances them out. Destroying a monster the opponent controls in the same column means you’ll have likely choose the column with the Extra Monster Zone to cover Link Summons since everything else can go anywhere once more. At the worst, this card should be a 1-for-1, trading itself with a Link Monster that your opponent likely will bring out in the Extra Monster Zone. Sure, they might not do that, and in that case it’s a guessing game for you to lay your trap and wait for your opponent to summon something worthwhile to that column.

Banishing this in your grave to add back a Gate Guardian piece that was banished or is still in your Deck is like one of the effects from Labyrinth Wall Shadow, but Prey of the Jirai Gumo covers the Deck as well, making it ideal if just for that. Labyrinth Heavy Tank also searches the Deck, but with those dead draw pieces you want to get them out of your deck as fast as possible. It only adds to the hand rather than places them on the field, making it less ideal because the smaller Gate Guardian Fusion Monsters need those cards on the field: only the new version of Gate Guardian can use them in the hand as well as the graveyard and on the field.

PotJG is a decent Trap. You don’t’ need to run Gate Guardian stuff to play it. It gives you a monster removal opportunity and a token to be used however you want. Despite all that going for it, you don’t actually have to play this card in the Gate Guardian deck to have it thrive. If it added the piece to the field or hand I think it would be played more, but as is, it’s a trap in an archetype that needs speed.

Advanced-2.5/5     Art-3/5

Until Next Time

Crunch$G Avatar

We got one more monster retrain to join the Gate Guardian Deck, this time Jirai Gumo is retrained into Prey of the Jirai Gumo.

Prey of the Jirai Gumo is a Continuous Trap that you Special Summon as a Normal Monster (Insect/EARTH/Level 5/ATK 2100/DEF 100) to your Main Monster Zone in the same column, and it’s still treated as a Trap, then you get to destroy a monster the opponent controls in this card’s column. Basically they gave Jirai Gumo its manga stats and the effect is what it did in the Duel between the Paradox Brothers and the team of Yugi and Joey. It’s a fine effect, you’d just have to hope the opponent summons to the column you set this in, or you set it yourself to the column an opponent’s monster is in and likely to remain in. The second effect lets you banish this card from your graveyard to add a Sanga of the Thunder, Kazejin, or Suijin that’s banished or in your Deck to your hand. I don’t know why it doesn’t place it in the Spell & Trap Zone, cause the way it is you’ll really only be limited to summoning the boss monster and not the smaller Gate Guardian Fusions since those need the pieces on the field. It’s a weird design choice, and I don’t think this warranted the HOPT that both effects have. It’s an overall pretty middling piece of support for Gate Guardian, but I guess it at least helps you summon the boss monster by searching the pieces at the bare minimum.

Advanced Rating: 2/5

Art: 3/5 Similar to Monday, I prefer the original Jirai Gumo to this.

Mighty Vee

Not all cards can be hits; Prey of the Jirai Gumo is our next card, a Continuous Trap and an unusual retrain of Jirai Gumo, with two hard once per turn effects. On activation, Prey of the Jirai Gumo Special Summons itself as a level 5 EARTH Insect Normal monster with 2100 attack and 100 defense into the column above it, essentially making it a Trap monster version of the original Jirai Gumo. As a bonus, you can destroy a monster your opponent controls in the same column as Jirai Gumo after it’s summoned. This effect isn’t totally useless, but it is pretty bad; not only does Jirai Gumo itself not have particularly spectacular stats, the destruction effect can easily be played around by simply avoiding its column. You could force it against Link decks by summoning a Gate Guardian Fusion into an Extra Monster Zone, but it’s still very telegraphed and can easily be removed before your opponent summons a monster into the same column. Jirai Gumo’s other effect is moderately more useful, letting you banish it from the Graveyard to either search a Gate Guardian piece or recycle one from banished back to your hand. While searching the pieces is actually a waste, recycling the banished ones can be very useful, though Labyrinth Heavy Tank and Labyrinth Wall Shadow already can do that. The biggest nail in the coffin for Jirai Gumo is competing with the much more versatile and powerful Double Attack! Wind and Thunder! for being searched by Gate Guardian of Wind and Thunder. Frankly, I do not think running any copies is a terrific idea, but casual builds can use it for a bit of extra grind from the recycling.

Advanced: 2/5

Art: 3/5 Axe Raider watch out!

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