Plunder Patroll Post BLZD
Deck Primer
Reminiscing on the good old days let me try my old petdeck again and realise that they have long gone past their golden(hair) days. This deck is in desperate need of that wind ship, alongside new support (like a spell card that actively does something). In the interim, you can have this!
This deck has many issues and is very susceptible to proper disruption (the Dominus cards), but most people dont know how to play against it, so you have an inherent advantage. Lemme break it down.
MAIN ENGINE:
3x Goldenhair, the Newest Plunder Patroll : Your main combo starter, alongside Whitebeard. Can summon itself from hand to trigger your Plunders, can revive itself while triggering your Plunders (or dumping relevant cards), and is your best way to get to Jord, your best starter. Can get to Blackbeard by itself on normal summon. Of course you run 3.
3x Whitebeard, the Plunder Patroll Helm : That boi. the Man. The other main combo starter AND extender. He's HIM. On discard is either summoning Goldenhair to get to Jord, Blackeyes to get to Jord, Bluebeard if you have the other 2 already, and Redbeard on your opponent's turn (or any other Plunder that you want to turn into a ship with Blackbeard). He can also turn into a ship. Super versatile, of course you run 3.
3x Blackeyes, the Plunder Patroll Seaguide : A pirate's best friend and your best extender. It can retrieve any plunder monster, even the ships, because it summons regardless of whether it goes back to hand. Best used as material for Jord, then returned to hand by Jord. With it's effect your best options to retrieve are either Whitebeard (best case scenario), or Bluebeard (for extender purposes). Its secondary effect isnt used much, but bouncing your Plunder monsters that are on ships that have already resolved their effects is a good way to maintain cannon fodder for the ships. Run 3.
3x Bluebeard, the Plunder Patroll Shipwright : He's everyone's best friend. On normal can trigger the rest of the plunders in your hand, while drawing a card. And if a plunder is on field, can summon himself, but most importantly, the only relevant Plunder that doesnt straight up xenolock you. Just a solid extender in all scenarios, run 3.
1x Redbeard, the Plunder Patroll Matey : This one is fine. Its not really an extender, and not a starter either, but it has its uses. It can equip itself to any ship that has no crew on it, which comes up more than you think (for Lys in particular). Can also summon out any ship on your opponent's turn. You need as many Plunder names as possible, but anymore copies of this card feels incredibly bricky. One copy is enough.
1x Plunder Patroll Shipyarrrd : Obvious addition. Can search whichever Plunder you need exactly at the moment, and can also put relevant cards in the GY (Goldenhair and Mutiny), or just trigger your Plunders by itself. Also the means by which you can beat over larger ATK values. Can also retrieve itself from GY, which is why youre only running a single copy, though running more is kinda debatable.
1x Plunder Patroll Booty : The best trap card for Plunder. It can revive Blackbeard, Whitebeard, or Redbeard, while getting the relevant attribute needed. Can also just retrieve spent ships from the GY if you're running low. Mainly needed because you need a lot of Plunder names. Plunder Patroll Parrrty is a debatable subtitute, due to Mutiny being your preferred way to summon Lys, and its GY effect can equip to Lys when summoned that way, or on Moerk when hard summoned.
3x Dipsea Fiend : Your piece of non-archetypal support CLEARLY meant to support Plunders. Can potentailly start full combo with the right hand, forces mulcharmies, stops Infinite Impermanence , locks the zones for Elfnote, forcing a normal summon, and so much more. It can allow you to get to whichever ship you want due to changing its own attribute, and you dont have to worry about Fiendsmith's Requiem because its attribute changes back in the end phase. You want to see it often, so run 3.
3x Buio the Dawn's Light : Godbless this card. Its my answer to the Fiendsmith problem that Jord causes. Its an extender on a normal summoned Plunder to get to Blackbeard, while getting Mutiny. Can also get Mutiny on normal summon due to Almiraj. Mutiny is needed, so run 3.
1x Mutiny in the Sky : Let me paint a picture. Jord gets released, great support. Finally Earth ship. It gives your opponent a token of any attribute allowing you to access any ship on turn 1. Excellent! Lets get your best ship, Lys, while setting up a Blackbeard and fodder in hand as well. Life is good. You end your turn. Whoops, you fool, you troglodyte, you absolute neanderthal. You allowed your opponent to get to Fiendsmith Requiem without needing to summon a single monster. Life is no longer Daijoubou. This is where Mutiny comes in (also its on theme, haha get it? Mutiny? It's like a pirate ship nevermind just continue). It can summon your Lys without giving your opponent full Fiendsmith combo. It can also be discarded by Goldenhair, as it can recur itself by sending a fiend to GY, triggering the Plunders. Can also retrieve all your ships to summon Luce, which can dump any Plunder thats needed (mainly Goldenhair). A godsend to the Fiendsmith dilemma, thank you Mr. Konami.
SUB-ENGINE:
1x Fallen of the White Dragon : The sub-engine of choice for this brew. "But Ajax, its SS effect locks you out of Blackbeard and Moerk, its not sustainable" I hear you saying in your head already. Worry not, Plunder doesn't need its normal summon, so you can go ahead and summon him to get to Incredible Ecclesia. From there you can either Go into Synchro Ecclesia, which can summon back Incredible, so that you have 2 methods to get to Fallen of Albaz on your opponent's turn, or just a way to get to Jord again. Pretty solid from my testings, much better than other engines I've tried. But you don't want it clogging up your hand, or being drawn off of Blackbeard, since we need as much plunder names as possible, so 1 copy is fine. You can run more if you prefer, I guess.
1x Incredible Ecclesia, the Virtuous : What more can be said that hasn't been said above? Technically a better draw that White Albaz, because it can summon itself without locking you, and gets to White Albaz regardless, or be used offensively to get to Regular Albaz to fusion for Mirrorjade or Dragon that Devours the Dogma. All Plunders are generic, so can also be used as a way to Jord, or even Bran if necessary. I'm debating running more copies, but for now, 1 is fine.
1x Fallen of Albaz : Your offensive option off of the Ecclesia cards (or Fallen & Virtuous if you have an Ecclesia in GY). MIrrorjade takes care of extra deck monsters, and Dragon that Devours takes care of LIGHT/Dark monsters (pretty common), and any other effect monster. One other great thing about this Albaz engine is that it chases out interaction, that would normally end your turn if it stopped your Plunder cards. Single copy is fine.
2x The Fallen & The Virtuous : Great generic removal tool, which can double of a Monster Reborn in a pinch. You aren't using White Albaz's first effect often enough to justify 3, but more than one is good, since Albion (or Dogma) can be sent to the GY and can search it again. Just.... be careful which one you send, because it can screw with your fusion targets for regular Albaz. 2 is fine, but you can run 3 of you wish.
NON-ENGINE:
3x Mulcharmy Fuwalos : Does this really need to be justified? The more the merrier. Obvious choice.
3x Ash Blossom & Joyous Spring : We're unable to play any of the Dominus cards, since we use all attributes (except WIND 🥲) so Ash Blossom just makes sense. Very versatile, almost always useful. Obvious choice.
3x Forbidden Droplet : Spell Speed 4 negation (situational), while triggering your Plunders. Can also send Buio to get Mutiny, or send Mutiny to use it to trigger Plunders on another chain, or send equips from ships that have already used its effect. Genuinely one of your best non-engines. Obvious choice.
1x Called by the Grave : Your sole defense againt the possible worst thing to happen to a Plunder deck. Droll & Lock Bird . Ash Blossom also screws you over, because Blackbeard also draws a card. And because all the ships also add a card, it can be stopped by Ash, and Droll prevents you from keeping fodder in hand. Man, this deck is in desperate need of support. Anyway, this card is needed for obvious reasons.
1x Triple Tactics Talent : This is a really good card, does it's inclusion really need to be justified? Obvious choice.
1x Foolish Burial : The main sends off of this is Buio, to get to Mutiny early, or Goldenhair to get a free way to discard and a body on board. If you don't have Blakeyes in GY at the time of summoning Jord, you can send that so you can get it back to hand to continue extending. Pretty good, run the 1 copy.
1x Terraforming : This spot used to be Emblem of the Plunder Patroll due to it also being able to bypass the Fiendsmith dilemma (Ecclesia is a LIGHT monster), but in testing, every time I drew that card it either felt unnecessary as it really was just an extra card, or felt awful and I wished I just had a way to proper Plunder combo. Due to that, I realised I wanted more consistency, and that consistency was in the Shipyarrrd, so with 1 slot left to keep it at 40 cards, Terraforming felt like the best option. "Why not just run extra copies of Shipyarrrd?" I hear you think to yourself out loud. To that I say... Shut up! Ok yeah, you can do that, running multiple Shipyarrrds isn't a bad idea if you want. Anyway, Terraforming is still good, run the 1.
EXTRA DECK:
3x Blackbeard, the Plunder Patroll Captain : The heart and soul of the deck. Enables any and everything. Not an exagerration to say the entire deck revolves around this card. Get to any ship at quick effect speed, and draws a card to keep up card advantage. Can be used to dodge targetting as well. Just a solid card. Run 3, you're gonna be going through them multiple times.
1x Plunder Patrollship Jord : Despite Blackbeard being the heart and soul, you're actually summoning this first. It retrieves any Plunder from th GY and places itself in the pendulum. In the pendulum zone, returns to the extra deck and creates 2 tokens on both fields of any attribute, making it so that you can gain access to any ship you want! Solves the major problem of Plunder's first turn, and also cuts off Imperm usage. Fiendsmith dilemma still exists though, but thats what Mutiny is for, so you can make the tokens DARK instead to get to Moerk (or FIRE against a deck you know relies on spell/trap). Its on field effect is also pretty nuts, so summoning it off Blackbeard is pretty crazy, since it adds a Plunder to hand then can SS Whitebeard and Redbeard afterwards, allowing another ship to be summoned with definite fodder in hand. Don't tell Lys, but Jord is actually the best ship.
2x Plunder Patrollship Lys : THE BEST SHIP. Its the (much needed) Monster negation of the deck, and can also summon Plunders back from the spell/trap or from hand. So if you used Blackbeard to summon it, after you negate, you can just summon back Blackbeard to get into another ship. Also, on negation (AND DESTRUCTION IT NEEDS TO DESTROY TO SEARCH) it can get any Plunder card from deck. You can get Whitebeard, which is the objectively best discard, or Shipyarrd if you wanna set up the next turn. Extra deck space is tight, so only 2.
2x Plunder Patrollship Moerk : THE (2nd) BEST SHIP. Monster banisher of the deck (dodges destruction prevention) so its the most offensively geared ship in your arsenal, and can search any Plunder spell/trap (the argument to run Parrrty instead of Booty). Plus, one very underrated effect that most people don't pick up on. Hard summoning it grants destruction protection, which definitely comes up. Extra deck space is tight so only 2.
1x Plunder Patrollship Brann : THE SHIP. Your answer to spell/trap related issues, as it banishes the spell/trap (dodges destruction prevention) and can search any Plunder monster afterwards. Its also the highest ATK of your ships, and it pumps all fiends by 500 ATK, so its the most Aggressive of your ships. The banishing effect doesnt come up as often, and extra deck space is tight so unfortunately only 1 copy.
1x Salamangreat Almiraj : The only purpose in the deck is to send Goldenhair, Bluebeard, or Buio to the GY. It can help start combos in a pinch, get used as material for Blackbeard. That's it lol. 1 of.
1x Luce the Dusk's Dark : Summon off of Mutiny to retrieve your spent ships that are stranded in the GY. Plus its additional destruction and destruction prevention. Good card, 1 of.
1x Ecclesia and the Dark Dragon : Your main summon off of White Albaz and Incredible Ecclesia, since it sets of Regular Albaz disruption on your opponent's turn. Can also return Lys to the extra deck for another piece of removal. Very good and versatile.
1x Albion the Branded Dragon : Your main send off of White Albaz if you can afford to do it. If youve already set up Blackbeard, you can go ahead and use its effect as you're really only going for the lvl 8 fusions and synchros anyway. Unless you want to go for Moerk first. Do that beforehand. Regardless, also comes up as an Albaz fusion target. After you do, you can just go into Mirrorjade, or actually choose not to and save Mirrorjade for later disruption.
1x Mirrorjade the Iceblade Dragon : Ah Mirrorjade. Good ole Mirrorjade. Nothing beats Mirrorjade. Non-targetting banishing, while dumping Albion (or Dogma) to later get Fallen & Virtuous. And if they somehow destroy it, it blows up the opponent's field in the End Phase. very good stuff.
1x The Dragon that Devours the Dogma : The best fusion target for Albaz. And its a Towers if Ecclesia is in the GY. PLUS it also shuffles cards back into the deck from GY/banishment, which can be used both offensively or for recursion needs. Solid card.
The Side Deck can be whatever you wish to deal with the meta accordingly.
AND THATS THE DECK. Try it, it's fun. Disclaimer though, this deck is HARD. Any small misstep and you've lost the game. Make sure you know when and how youre using the effects of each card, so that you dont brick yourself and end your own turn. But I can confirm, when the deck works, its so much fun. Now join me and harass Konami until they give this deck its much needed legacy support. Happy sailing!
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