Jump to content

Squawker the Plunder Patroll Parrot [Written]


Thomas★Zero

Recommended Posts

Squawker the Plunder Patroll Parrot 
lv 4 WIND
Winged-Beast/Tuner/Effect
If you control a WATER "Plunder Patroll" monster, you can Special Summon this card (from your hand), also for the rest of this turn you cannot summon monsters from your Extra Deck except "Plunder Patroll" monsters. You can only Special Summon "Squawker the Plunder Patroll Parrot" once per turn this way. If this card is used as Material to summon a "Plunder Patroll" monster from your Extra Deck: Draw 1 card.  If this card is in your GY: You can target 1 WATER "Plunder Patroll" monster you control; equip this card to the targeted monster but banish this card if it would be sent from the field to the GY. The monster equipped with this card gains 1000 ATK and can attack twice during each of your Battle Phases.
ATK/1000 DEF/100

Link to comment
Share on other sites

Funny, I was playing Plunder Patroll a couple weeks ago so, for once, I'll actually be able to comment on how this'd fit into the strategy.

Honestly, even if it had no effects, the fact that it's another name significantly helps keep the deck from sinking.  That said, this feels like it's doing too much at once; none of the Main Deck Patrolls have more than 2 effects while this one has four.  I'll try to break down which effects seem solid/necessary and which don't:

- Special Summon: Fits in flavor-wise, but between Goldenhair and Whitebeard, I've never seen the deck have any issues getting monsters on board.  Honestly, that effect is a 50/50; you can probably remove it, especially if you wanna keep the tuner status.

- Draw when used as Material: An excellent effect to compensate losing a monster.  The deck burns through a lot of resources and it really needs to make sure any ending board has at least 1 Plunder Patroll card in hand.  Between this and Blackbeard, the two draws should be enough to ensure you can interrupt your opponent.

- Equip from GY: This feels too limited in scope.  I get the flavor, but the WATER Patrolls don't need to be equipped; it's the non-WATERs that need the equip.  I'd also change it so that it says "banish it if it would be sent from the field to the GY".  That way, you can bounce it back to the hand with the field spell and have a monster in hand to trigger your effects.  Out of all the effects, this one seems like it'd be the most necessary - it just needs to be more accessible.

- 1000 ATK + Double Attack: Unnecessarily and kinda OP.  I suppose this helps alongside the WATER limitation of the previous effect, but if you only have Main Deck Patrolls on your board, you've got bigger problems.  This effect also makes me think that you didn't really intend this to be Plunder Patroll support, because it feels like an effect that you'd use to cheese out an OTK with Union Carrier.  Of all the effects, I'd strongly recommend removing this one.

 

Link to comment
Share on other sites

3 hours ago, Tythe Scora said:

Funny, I was playing Plunder Patroll a couple weeks ago so, for once, I'll actually be able to comment on how this'd fit into the strategy.

Honestly, even if it had no effects, the fact that it's another name significantly helps keep the deck from sinking.  That said, this feels like it's doing too much at once; none of the Main Deck Patrolls have more than 2 effects while this one has four.  I'll try to break down which effects seem solid/necessary and which don't:

- Special Summon: Fits in flavor-wise, but between Goldenhair and Whitebeard, I've never seen the deck have any issues getting monsters on board.  Honestly, that effect is a 50/50; you can probably remove it, especially if you wanna keep the tuner status.

- Draw when used as Material: An excellent effect to compensate losing a monster.  The deck burns through a lot of resources and it really needs to make sure any ending board has at least 1 Plunder Patroll card in hand.  Between this and Blackbeard, the two draws should be enough to ensure you can interrupt your opponent.

- Equip from GY: This feels too limited in scope.  I get the flavor, but the WATER Patrolls don't need to be equipped; it's the non-WATERs that need the equip.  I'd also change it so that it says "banish it if it would be sent from the field to the GY".  That way, you can bounce it back to the hand with the field spell and have a monster in hand to trigger your effects.  Out of all the effects, this one seems like it'd be the most necessary - it just needs to be more accessible.

- 1000 ATK + Double Attack: Unnecessarily and kinda OP.  I suppose this helps alongside the WATER limitation of the previous effect, but if you only have Main Deck Patrolls on your board, you've got bigger problems.  This effect also makes me think that you didn't really intend this to be Plunder Patroll support, because it feels like an effect that you'd use to cheese out an OTK with Union Carrier.  Of all the effects, I'd strongly recommend removing this one.

 

* So its Special Summoning effect has been edited to when used your locked into summoning only Plunder Patroll cards from your Extra Deck.
* regarding this the reason I made it WATER Plunder Patrolls for its equip from grave effect is to balance the equip effect as at best it can make Blackbeard a 2600 ATK double attacker while most of the other WATER Plunder Patroll have low ATK with only Whitebeard being the strongest Main Deck Monster with 1500 ATK.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...