Plunder Patroll Booty

Plunder Patroll Booty
– #IGAS-EN091

You can declare 1 Attribute, then target 1 face-up monster your opponent controls; it becomes that Attribute until the end of this turn (even if this card leaves the field), then you can take 1 “Plunder Patroll” monster from your GY, and either shuffle it into the Deck or Special Summon it. You can only use this effect of “Plunder Patroll Booty” once per turn. Once per turn, during the End Phase, if you control no “Plunder Patroll” monsters: Send this card to the GY.

Date Reviewed: 
May 12th, 2020

Rating: 4.125 

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,

Plunder Patroll Booty is a DNA Transplant and a Call of The Haunted for Plunder Patroll.

Changing the Attribute of an opponents monster will guarantee that you’ll be able to summon the Plunder Patroll Extra Deck monster of your choice without needing your opponent to play into it. FIRE and WATER aren’t the easiest Attributes to sync up with but this card eliminates that. A Call of The Haunted or putting a Plunder Patroll back into your deck each turn can get ridiculous, though you are likely to Special Summon a Plunder Patroll Main Deck monster and then activate its effect to get that specific Extra Deck Plunder Patroll monster out. You lose out on PPB if you can’t keep a Plunder Patroll monster on the field, an acceptable balance for a potential multiple turn CoTH. This is even better than CoTH because you won’t lose your monster if you lose PPB, and once your monster is used it doesn’t become a useless card on the field. You can pop it back to the hand if you want with Plunder Patroll Shipyard to get PPS back from the grave. As long as you get one use out of this card it will have paid for itself, even if you don’t get the Special Summon. You should end up with whichever Extra Deck Plunder Patroll monster you want off PPB.

Continuous Traps aren’t the greatest, but Plunder Patroll Booty hits all the boxes for an archetype: Special Summon, plays to archetype strategy, can be used multiple times on the field.

Advanced-4/5     Art-3.5/5

Until Next Time

Crunch$G Avatar

Next up for this week is one of the archetype’s Traps and an important one at that to make sure you can go into whichever Extra Deck Monster you desire at a given moment, Plunder Patroll Booty.

Plunder Patroll Booty is a Continuous Trap with two effects. The first one lets you declare an Attribute and target a face-up monster the opponent controls to change the monster’s Attribute to what you declared for the turn (even if this card leaves the field) and then you can take a Plunder Patroll monster in your graveyard and either shuffle it into the Deck and Special Summon it. The Attribute changing is especially important if you play against something using only EARTH or WIND monsters, but it is also important because your opponent might have a DARK monster but you want to summon the FIRE from the Extra Deck. It also revives a Plunder Patroll potentially and if you summon Blackbeard or Whitebeard, you can use their effects with the Attribute you changed. Sure you can put it in the Deck as well, but I don’t see that part coming up as often. It enables your Extra Deck plays, which is very good. This effect is a hard once per turn, which is perfectly fine. The second effect is a soft once per turn during the End Phase where if you control no Plunder Patroll monsters, this card is sent to the graveyard. It should be easy to control one, so this shouldn’t come up often, but it does make this card somewhat fragile. A downside for the powerful first effect is has, which I don’t think is necessary, but again I doubt it’ll come up too often. This card is very important to make sure you can make the specific plays you want if the opponent doesn’t have the proper Attributes, since you can rely on them having a monster. It isn’t the only way to make sure you can get to your ships and have them equipped anymore with new support, but it’s an option I feel is necessary enough to have multiples of this.

Advanced Rating: 4/5

Art: 3.75/5 The pirates found their treasure!

Dark Paladin's Avatar
A Pirate Archtype has to have booty, right?  Plunder Patroll Booty is a Continuous Trap.  You select an Attribute and then Target an opponent’s face up Monster, which then becomes that Attribute.  Which we saw helps in many ways with our Helmsman from yesterday.  
Then, you get to select a Theme Monster from your Graveyard.  Said Monster can be Special Summoned to your Field or returned to your Deck.  Both of these are great options.  Bringing a new Monster to the Field is always welcome.  But cycling it back to your Deck furthers combos and plays too.  
During the End Phase, send this card to the Graveyard if you don’t control a Monster in the Theme.  That’s fair, and not even anything that should be a problem.  This card is amazing in the Deck.  It does a lot, and it does it well.  
Rating:  4.5/5
Art:  3.25/5  I mean there is clearly treasure here.  But it’s not what I envisioned.  

   Here is a card that really makes the game feel fun. It works well within the Plunder Patrol archetype (as intended) and it invites cards in that would typically be Side Deck exclusive.

   Diving right in, this card allows reliable access to the Plunder Patrol Monsters in the Extra Deck via effects of other Plunder Patrol cards after you change an opponent’s Monster to the appropriate Attribute. Then, you can Special Summon a Plunder Patrol Monster from the GY or return it to the Deck. This pairs really well with Redbeard and allows you to interrupt the opponent’s plans consistently.

   The second use comes from using this card in conjunction with Gozen Match. The potential for flood gates is strong in this deck already, so combos like this make it possible to run a very tight ship (pun intended) with very few Monsters if you so desire.

   This card is balanced with a HOPT and a self-destruct condition, so it won’t be winning any games solo. It is just fun and allows for creative plays, especially for casual players or beginners.

   The art is nothing too great. It is hard to tell what is going on at a glance, and it feels like a lot of color unless you stop to scrutinize the details.

Versatility – 4
– I got to test drive this card specifically in a few decks outside of the archetype with mixed results. With just Redbeard in the deck, plays can be made with this card.
Rogue Plays – 5
– Plenty of strategies begin with this card.
Art – 2
– This is cluttered and generally unpleasant.
Balance – 5
– This card is balanced well.
Uniqueness – 5
– It’s one of a kind.

I give this card a 4/5. When I had the chance to search for a Plunder Patrol card, I often found my best plays coming here. I like that it can shut down anyone setting up for an Extra Deck Summon reliant on Attribute. If you know what your opponent is doing, this card can reward you nicely.

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