Before you read this article, please note that this is the second part of a two-part series. The first article covered the most important cards of the archetype and explained the deck's main strategy. In this article you can also find an example decklist for a going-second version of the deck. But make sure you've read the previous article so that you are familiar with the cards.
Going First or Going Second?
As mentioned in the first article, the deck can be played in a going-first and a going-second version. The going-first build is really straightforward: just play all the Plunder main-deck monsters and add some hand traps geared to the current format. It is hard to tell which version of the deck one should expect to perform better, at least nowadays. With the release of

However, I want to point out an enormous advantage of the going-second strategy. For
However, when you go first your opponent will not have any monsters on the field! There might be a monster in their graveyard in case they hand trap you on your first turn. An opponent's

The only way to get to your ships then might be via hard-making them, that is, performing a synchro or xyz summon to make Brann or Moerk. This possibility is often neglected by players when they first pick up the deck. Summoning the ships via Captain Blackbeard and friends creates a lot more card advantage than summoning the ships through their own channels. However, in many situations it can be advisable to do that nonetheless. For example, one should not underestimate Moerk's
Going second gives you the following advantage: When you go second, your opponent will most likely already have monsters on their field and in their graveyard. This will make the setup for yourself much more uncomplicated. Also, at that point you know the deck that your opponent is on. This makes it easier to decide which ship you want to summon first. When you are up against a back-row deck, Brann might be the best pick. Against a monster-heavy strategy both Moerk and
One more, rather obvious, additional advantage is the sixth card you get to draw when you opt to go second all the time. However, going second also brings some disadvantages with it. When you let your opponent go first all the time, you will have to play through an already established board with possibly several negates and interruptions. With Moerk and Brann, the Plunder Patroll strategy has really nice ways of taking apart an opponent's board. Neverthless, it may be hard to get to the ships in the first place when your opponent has already set up their board and got their engine running.
Wipe Their Board
When you go second, you will have to run a lot of additional going-second cards that help you break boards. Some examples are
With the Kaiju Slumber you can get rid of all your opponent's monsters and give them any attribute you like, which in turn allows you to summon your ships. This is especially important in matchups against decks such as
Moreover, Interrupted Kaiju Slumber lets you search out another Kaiju via its graveyard effect during the next turn. Even if you hard-draw the Kaijus they can be used as means to deal with problematic monsters. They make it easy for you to deal with cards such as
| Example Going-Second Decklist | ||
|---|---|---|
| Main Deck | Extra Deck | |
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Honorable Mentions
Lastly, I want to mention several cards that work well with the Plunder Patroll archetype in general. The first card I want to mention here is

You can add
The final honorable mention can be quite fun in this deck: good old

This concludes my second article on the Plunder Patroll. I hope it provides you with a decent overview about how you could play the deck in a going-second variant. If you have any experiences with the Plunder Patroll already, feel free to share them down in the comments!
Opinions expressed in this article are those of the author and not necessarily Cardmarket.
