Blackeyes, the Plunder Patroll Seaguide – #LIOV-EN018
You can target 1 “Plunder Patroll” monster in your GY, except “Blackeyes, the Plunder Patroll Seaguide”; Special Summon this card from your hand, and if you do, add that monster to your hand, also you cannot Special Summon for the rest of this turn, except “Plunder Patroll” monsters. If this card is sent from the hand or Monster Zone to the GY: You can target 1 “Plunder Patroll” Monster Card in your Spell & Trap Zone; Special Summon it in Defense Position. You can only use each effect of “Blackeyes, the Plunder Patroll Seaguide” once per turn.
Date Reviewed: July 7th, 2021
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Blackeyes, the Plunder Patroll Seaguide is help for the Plunder archetype, and while not forgotten, it hasn’t really seen much success since its debut.
Seaguide gets you back a resource in order to Special Summon itself, useful and while it locks you into Plunder Patroll for the rest of the turn, you are usually Special Summoning only that within the archetype. Even if you weren’t, you can always do that kind of Special Summoning before using Seaguide. The add to the hand could also cycle back an Extra Deck target to the Extra Deck. With all the discarding the Plunder Patrolls do it is good to see Seaguide getting back whatever you discard either to activate something like Patrollship Brann or Goldenhair. If you choose to discard Seaguide you can detach any monster currently attached to a Plunder Patroll monster. Normally this would be Red or Whitebeard, but Blackbeard can attach any effect monster you may have to a Plunder Patroll Extra Deck monster. Seaguide gets the most out of White and Redbeard due to their immediate effects to attach to the Extra Deck monster they Special Summon during your opponents turn, but also they do something while in the Main Monster Zone, and Seaguide makes both possible.
I’m not sure how many of Seaguide you’ll play. None of the Plunder Patroll Main Deck monsters are ideally strong, but Seaguide will get the most out of your Whitebeard and Redbeard, as well as get back something you discard for your Plunder Patroll Extra Deck monsters.
Until Next Time
I’m sure I’m not the only one that likes the Plunder Patroll archetype, so it’s nice to see they aren’t done with support yet, even if it’s just 1 card for now sadly while Dream Mirrors got more. Anyways, here’s Blackeyes, the Plunder Patroll Seaguide.
Blackeyes is a Level 4 WATER Fiend with 1000 ATK and DEF. Pretty low Level 4 stats, WATER is always pretty good, and Fiend is well supported enough. Blackeyes lets you target a Plunder Patroll monster in the graveyard, besides another Blackeyes, to then let you Special Summon this card from your hand and add the targeted card back to your hand from the grave. Nice recovery option while also gaining board presence to go into Blackbeard. Two good parts to this effect with the only downside is it locks you to Plunder Patroll monsters, which the archetype already does on other cards. The second effect upon this being sent to the graveyard lets you Special Summon any of your Plunders in the Spell/Trap Zone, which can be useful to get a Plunder equipped to a monster already equipped with another Plunder back in the Main Monster Zone to summon another Ship and put the summoned monster on that instead. Blackeyes is a very beneficial card for Plunder by being a free body on board and recovery for the archetype with all the discarding it can do from time to time. HOPTs are still here, but I’d say this is still a 3-of in Plunder Patroll.
Advanced Rating: 4.25/5
Art: 4.25/5 I see more ships, hopefully meaning we get EARTH and WIND boats finally.
Plunder Patroll doesn’t seem like we touched on TOO long ago, and here’s Blackeyes, the Plunder Patroll Seaguide. Level 4, Water/Fiend (interesting) and 1000 attack and defense isn’t doing much to start. You can Special Summon this card from your Hand by Targeting another Plunder Patroll Monster (other than Seaguide) in your Graveyard. If successfull, you add the card from your Grave to your Hand as well. So you drop a card for free to your Field and get a resource back! Nothing at all not to like about that. You’re locked into the common occurrence of no Special Summoning outside the Theme for the Turn, but as usual, too, that’s not really a concern. If sent to the Grave from the Hand OR Monster Zone (versatility is always a plus) you can Target a Plunder Patroll card in your Magic/Trap Zone and Special Summon it. This guy has his bases covered. Each Effect here, again, is once per Turn. It’s a great, quick card, that is going to benefit the player many times. Use and abuse my friends.
Art: 4.5/5 Fun, but kinda bland.
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