Plunder Patroll / July 2021 Format
Deck Primer
As indicated in their name, Plunder Patroll is a deck wherein the shipmates consist of pirates/vikings (the "plunder" aspect), who are also trolls (the "-troll" in Plunder Patroll, hence the extra "l"). Their play-style focuses around summoning Black-, White-, or Redbeard in order to activate their effects during the opponent's turn to Special Summon a Plunder Patrollship from your Extra Deck, as long as that summoned Ship has the same attribute as a monster card that your opponent controls or is in their graveyard. Let's talk a bit more in-detail on the cards themselves, from the Plunders to the extra cards in the deck:
The Plunder Patrolls (and their Spells and Traps) -
Whitebeard, the Plunder Patroll Helm: Whitebeard is, without a doubt, one of the best Plunder Patroll cards. All the Main Deck Plunders are Level 4 WATER Fiend monsters, however, Whitebeard is one of the few Tuner monsters. Previously aforementioned, Whitebeard can tag itself out into the Spell/Trap zone as an equip card, by Special Summoning a Plunder Patrollship from your Extra Deck, as long as that Ship's attribute is the same as a monster that is on your opponent's field or is in their graveyard. Additionally, when discarded or sent from the monster zone to the graveyard, Whitebeard can Special Summon a Plunder from your Deck, locking you into Plunders. All of the Ships discard a Plunder card to activate an effect, and search immediately after. This means, by discarding for a Plunder Patrollship's effect, you can trigger Whitebeard to Special Summon a Plunder to your side of the field, potentially for use by Blackbeard.
Redbeard, the Plunder Patroll Matey: Redbeard, like Whitebeard, shares the ability to tag into the Spell/Trap zone and summon a corresponding Extra Deck Plunder monster. Redbeard also has the effect where when it is discarded or sent from the monster zone to the graveyard, it can equip itself to a Plunder you control.
Bluebeard, the Plunder Patroll Shipwright: Admittedly, Bluebeard is the worst of the Plunders. However, it is a Plunder name, so it must be played at triple copies. Bluebeard's main application is it's ability to Special Summon itself from the hand while you control a Plunder. A Bluebeard on board is a Ship in play, I say, as controlling two Plunder's gets you access to Blackbeard, as well as Moerk. And, if the other Plunder you controlled when Bluebeard's summon effect activated was a Tuner, then you can even make Brann. That is, if Moerk or Brann being hard-summoned is the correct move (A Dingirsu protection effect *can* be useful). When discarded or sent to the graveyard from the monster zone, Bluebeard can discard a card from your hand to draw one card. This isn't the most useful effect, but it can have some uses in discarded unneeded handtraps or as an additional way to trigger a Plunder effect.
Goldenhair, the Newest Plunder Patroll: While not the newest Plunder Patroll anymore, Goldenhair is imperative to the Plunder Patroll strategy. Before recent support, getting a Goldenhair into the graveyard was the primary objective for Plunder pilots, as while in the grave, at the cost of being locked into Plunders and a discard, Goldenhair can Special Summon herself back to field, providing a body, a name, and her use as a Tuner monster. Goldenhair has the ability to discard any card and Special Summon herself from the hand, but this effect is only used in poorer hands typically, as the hand advantage is a necessity in Plunder. You need the resources for your Patrollships. Regardless, a Goldenhair in rotation is extremely helpful in maintaining a board presence by giving you access to any Plunder Patrollship, all by controlling another main deck Plunder.
Blackeyes, the Plunder Patroll Seaguide: Lastly, the newest Plunder Patroll card, we have Blackeyes (or as I prefer, Ravenwing). Blackeyes is phenomenal, and is truly what the deck was lacking. While in the hand, you can target a Plunder in your graveyard; Special Summon Blackeyes from your hand, and return the targeted card to your hand. Do you see it's applications? It gets back your resources, it summons itself, and at the end of the day, it's another Plunder name. Additionally, a discarded Blackeyes, or a Blackeyes sent from the monster zone to the graveyard, can Special Summon a Plunder that is equipped to a monster. While not always used, it is helpful in assembling lethal, as well as making more Ships.
Plunder Patroll Shipyarrrd (Field Spell): Yes. The name is "Shipyarrrd". Plunder Patroll Shipyarrrd is the deck's resident field spell. By discarding one card, you can search any Plunder Patroll card in your deck. This allows you to trigger the various Plunder effects, as well as get you to the one card you need. Discarding unneeded handtraps, or even discarding a Plunder for the sole purpose of bringing it back off of a searched Blackeyes are both good plays. Additionally, while in the graveyard, Plunder Patroll Shipyarrrd can bounce a Plunder Patroll card in your Spell and Trap zone to the hand to set itself directly from the grave to your field, making it hard to actually out. This recursion not only means your field spell is most always online once you activate it that first time, but it also gets you Plunders in the hand when it bounces them in the Spell and Trap zone. Remember, Redbeard and Whitebeard become equip cards. Shipyarrrd has one more effect, that being that all Plunders you control gain 500 ATK for every Plunder in your Spell and Trap zone. This makes establishing lethal laughably easy.
Emblem of the Plunder Patroll (Equip Spell): Emblem of the Plunder Patroll is an incredible card, and goes to show the lengths that Equip Spells need to go to to be playable at any capacity. However, this deck only plays it at two copies capacity --- though you could play three, as it is worth it. While equipped to a Plunder, the monster gains 500 ATK and becomes untargetable. However, the real shine of Emblem is that by sending it as an equip card to the grave, you can Special Summon a Patrollship from your Extra Deck, whose attribute is the same as a monster on/in either player's field/graveyard. This means that Ash Blossom you discarded during your opponent's turn equals a Brann, just by being in your grave. Additionally, the Plunder that Emblem was originally equipped to becomes an equip card (with the effect of giving the card it equips onto 500 ATK) for the newly summoned Patrollship.
Plunder Patroll Shipshape Ships Shipping (Normal Spell): Say that twice as fast, I triple-Plunder-dare you. Shipshape Ships Shipping is the Fusion Spell of the deck, but that's not what you'll be using it for. By banishing it from the graveyard, you can equip an Emblem of the Plunder Patroll, or a Plunder monster, to a Plunder you control, straight from the deck. This gets you access to Ships turn one, and turns on your most powerful Ships by getting your equip cards into rotation. I don't suggest playing multiples, as it's balls to draw.
Plunder Patroll Booty (Continuous Trap): Plunder Patroll Booty is one of the most useful cards you could have access to in Plunder. Plunder's weakness is maintaining and having access to resources, as well as having access to the proper monster attributes without Emblem. Booty fixes both of those issues, kind of. Plunder Patroll Booty can return to your hand, or Special Summon, a Plunder in your grave, while changing the attribute of a monster your opponent controls to any of your choice. Don't have access to a DARK for Moerk? Target and declare DARK, then reborn a Blackbeard! I typically side a Booty out when going second, but that doesn't mean any less then three is good. Oh, and remember, you can't reborn a Ship that wasn't summoned properly. For example. a Moerk summoned off of Redbeard's effect cannot be Special Summoned back from the graveyard with Booty, because that Moerk wasn't Xyz Summoned the hard way.
Handtraps -
The rest of the monsters I play are six handtraps: Triple copies of Ash Blossom & Joyous Spring, and triple copies of Ghost Belle & Haunted Mansion. Realistically, these could be whatever handtraps you prefer. I've played Driver and Gamma, and it worked perfectly. Main-decking Nibiru is good as well. In the end, the choice is up to you, but I choose to play two playsets of low-impact handtraps in the main, and sideboard the more high-impact handtraps.
However, Infinite Impermanence is also a handtrap, but it could be cut for whatever. I personally prefer Imperm in the main, as it has it's uses going first or second, and is generic enough to make an impact on most decks.
Other Spells and Traps -
At the end of the day, these cards can be anything of your choosing, but here's my explanation for each:
Pot of Desires: Desires is a plus one, in my eyes. And in Plunder, those extra cards are needed. You could maybe play Prosperity, but honestly, you need the extra card off of Desires more then you do a specific card. I don't recommend cutting this.
Triple Tactics Talent: TTT is a flexible spot. I play TTT because of the applications: The draw for discards, the hand knowledge and removing potential handtraps and threats, and removing pesky monsters on board. While this could be Foolish Burial Goods, another handtrap, blinding second staples, or anything you choose, I decided upon TTT.
Terraforming: Search Shipyarrrd. That's all.
The Extra Deck -
Blackbeard, the Plunder Patroll Captain (Link 2): Blackbeard is what you'll be making more then anything else. Blackbeard has a Quick Effect to tag any effect monster you control into the Spell/Trap zone as an equip card for a Ship with the same attribute as a monster your opponent controls or is in their graveyard. This effect includes targeting itself. Additionally, after you summon, you can draw 1 card, to make sure you have a Plunder in hand for the Ship's discard. Blackbeard's tag-out effect is incredibly useful, as a combat trick, as an extender, or as the most basic way to get into your powerful ships, such as Lys or Moerk.
Plunder Patrollship Moerk (Rank 4 Xyz): Moerk, a generic rank 4 Xyz monster, has the ability to discard a Plunder card to banish a monster on the field. Since this is the first ship we're covering, I'll make it known all the ships have a discard effect, and then those effects become Quick Effects if they're equipped with a Plunder card (with the exception of Lys). Therefore, Moerk's banishing effect is a Quick Effect if a Plunder is equipped. Additionally, after all Ships discard and apply their effect, you can search a card from your deck. Moerk specifically allows you to add a Plunder Patroll Spell or Trap from your deck to your hand. Be weary though, as all of the Ship effects that search a card can be negated with Ash Blossom. You gain a different effect, however, if you have Xyz Material. If you hard-summoned Moerk, and have Xyz Material, then you have access to a Dingirsu-like effect where if a Plunder card you control would be destroyed, you can detach an Xyz material instead.
Plunder Patrollship Brann (Level 8 Synchro): Brann, a generic level 8 Synchro, has the ability to discard a Plunder to banish a Spell or Trap on the field, and then search a Plunder monster. This effect becomes a Quick Effect if a Plunder is equipped to Brann. Furthermore, Brann has an on field effect that boosts all your Fiends by 500 ATK, except itself. This ATK raise helps establish lethal, and two Brann can be game in most cases.
Plunder Patrollship Lys (2 Mat Fusion): Lys, a Fusion monster requiring two Plunders as Fusion Material, is the best Ship by far. Lys lets you discard a Plunder to negate and destroy a monster effect, and only searches if a Plunder is equipped. This means the negation is a Quick Effect always, and cannot be Ash Blossom'd in every case. Furthermore, the search itself adds any Plunder card. Lys also has the effect to Special Summon a Plunder from your Spell and Trap zone during the Main Phase, meaning you can remove the equipped card to prevent Lys from being Ash Blossom'd. The best way to activate this effect is to have made Lys with Blackbeard, then reborn the Blackbeard from the Spell and Trap zone to make another Ship.
Bahamut Shark and Toadally Awesome (Rank 4 and 2 Xyz): During a turn in which you have not activated a Plunder effect that locks you into Plunders, it is incredibly easy to make Bahamut Shark. If you didn't know, Bahamut Shark has the ability to detach an Xyz Material to Special Summon a low-rank WATER Xyz monster from your Extra Deck, that being Toadally Awesome. Toad, while on the field, can negate a card effect and set that card to your field. Toad tributes itself to do so, but can return itself or a WATER in your grave to the hand when you do tribute it.
Knightmare Unicorn (Link 3): Knightmare Unicorn is a discard outlet and removal. You don't make it often, but the option is there. This is one of the few flex spots in the Extra Deck.
White Aura Whale (Level 8 Synchro): When you aren't locked into Plunders, White Aura Whale is a crazy card to Synchro into. On Summon, it wipes the field of all of your opponent's Attack position monsters. Additionally, White Aura Whale can also attack twice in a battle phase and inflict piercing battle damage. And lastly, if it's destroyed, you can banish a WATER from your grave to reborn it as a Tuner. That reborn effect isn't once per turn, by the way. So, a really blowout card to make.
Adamancipator Risen - Dragite (Level 8 Synchro): Dragite allows access for a negate right off the bat. This card goes best when going first after siding, because it turns off the opponent's going second blowout spells. There's not much explaining required here. Dragite is just a good, easy to make Synchro that negates.
Conclusion?
Plunder Patroll is easily one of my favorite decks, hence why I am sharing my current build here. I will be updating this as the list sees further change. The side deck is entirely up to your choice, as well as the handtraps and flex spots, such as Knightmare Unicorn and TTT. While not the strongest deck, Plunder makes for some of the most fun games I've ever had in this game. I hope you enjoy this deck as much as I have in recent days.
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