Plunder Patrollship Brann
Plunder Patrollship Brann

Plunder Patrollship Brann
– #IGAS-EN087

1 Tuner + 1+ non-Tuner monsters
All other Fiend monsters you control gain 500 ATK. You can discard 1 “Plunder Patroll” card, then target 1 Spell/Trap your opponent controls; banish it, then you can add 1 “Plunder Patroll” monster from your Deck to your hand. This is a Quick Effect if this card is equipped with a “Plunder Patroll” card. You can only use this effect of “Plunder Patrollship Brann” once per turn.

Date Reviewed: 
May 15th, 2020

Rating: 4.08

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

Reviews Below:

Crunch$G Avatar

We end the week with the Synchro for the archetype, which covers the opposite ground the Xyz does so you can guess what that does by reading this card. Anyways here’s Plunder Patrollship Brann.

Brann is a Level 8 FIRE Fiend Synchro with 2500 ATK and 1000 DEF. Stardust ATK is fine, but lower DEF isn’t as nice, and you got FIRE which is in the meta with Ash Blossom, Knightmare Phoenix, and Salamangreat just to name some cards, and then you got the Fiend type which is nice. The summoning requirements if summoned properly is any Tuner and any non-Tuner(s), meaning it’s generic but probably shouldn’t be played as a generic Level 8 Synchro since it really only benefits in Plunder Patroll, but it’s nice to try and find different options to try and summon this in Plunder Patroll. The first effect boosts all other Fiend monsters ATK by 500, which is good with Plunder Patroll since the Main Deck isn’t really high on ATK. You can discard a Plunder Patroll card to target a Spell/Trap your opponent controls to banish it, then you can search a Plunder Patroll monster from the Deck. Very good here to banish backrow while also searching monsters, and plussing likely off what you discarded. Fitting this is FIRE considering Salamangreat are big on Spells and Traps and this hits that. Fire Fists, if that ever became meta relevant again, will also set this up for you. If you aren’t against anything with a FIRE monster or the opponent hasn’t got to that yet, you still got Plunder Patroll Booty for the effects of your smaller Plunder Patrolls, or you could hard summon this and use the archetype’s other ways to equip to make this a Quick Effect, which makes this effect much better and it’s easy to equip it with a Plunder Patroll card, which gives you a good effect to interrupt the opponent and try to generate extra plusses. The banish and search is a hard once per turn either way, and that’s fine cause it can get insane with plusses. Brann is a good card for the archetype that you shouldn’t have an issue to set up with the Main Deck having several ways to give you an end result of this on field while equipped. It’s another must for a few copies in Plunder Patroll.

Advanced Rating: 4.25/5

Art: 4.5/5 Set sail!

Dark Paladin's Avatar
Plunder Patrollship Brann is a Level 8, Fire/Fiend Monster (which makes no sense, Fire tends to destroy ships) with a rather low attack and defense at 2500/1000.  Synchro Summon is done with 1 Tuner and 1 or more non-Tuner Monsters.  
All you’re other Fiends gain 500 attack.  The Ship could use it too, but it’s still a nice power boost.  You can discard a Theme card to Target and remove from play a Magic or Trap you’re opponent controls.  That fuels combos, and it’s a nice 1-for-1 in your favor with the removal.  
You also then get to add a Theme Monster from your Deck to your Hand.  This effect becomes Quick if equipped with a Theme card, and it’s once per turn.  The low attack (and defense) bothers me but the rest of the card is great.  It’s disruptive and resourceful. 
Rating:  4/5
Art:  4.5/5  Aside from still being troubled by the Fire Attribute, I like the picture a lot.  The ship is pretty cool. 

   This card is a bit more straightforward and and Archetype reliant than many of the other Plunder Patroll cards. The 500 ATK boost for your Fiends is great, and banishing an opponent’s S/T card compliments that boost well when setting up for a grand finale for game. Discarding the Plunder Patroll card can have added benefits as well.

   2500 ATK is good for how easy this card is to summon. It can get over some key threats, though it can crash into some others.

   Activating this card during the opponent’s turn is incredibly disruptive, and can set up some serious advantage if you discard the right cards. I suggest not being baited by cards set in MP1, as Continuous Spells and Pendulum Scales are usually the better targets. Of course that depends on what the cards are, so play thoughtfully, and don’t hesitate to get rid of cards during the End Phase.

   As always, a HOPT is a good sign of a well balanced card. This is especially true regarding cards in an archetype that has so much potential to push the opponent on their own turn.

   This is, in my opinion, the nicest looking Plunder Patroll card. Both rarities have their own individual appeal. The design seems to be based on Birlinn (which is similar to the name) or a Drekar. “Brann” means “fire” in Norwegian, so it could be a fun play on words if it is the former, since a Birlinn is vessel with roots in Nordic countries.

Versatility – 1
– This card will likely only benefit one deck.
Rogue Plays – 2
– This card is appropriately part of an armada. It can make plays, but it isn’t the beginning of the end.
Art – 5
– This is a pleasant design.
Balance – 5
– It is straightforward.
Uniqueness – 5
– Taking pot shots on the opponent’s turn without heavy restrictions is (with good reason) not very common.

I score this card a 4/5. It does what it is supposed to do, and with the appropriate protection, you can wreak some serious havoc with it.

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