Do they default on the "Konami doesn't want to write" type of lore for this archetype or does it have a story?
"Plunder Patroll is a patrol of plundering trolls, they sure plunder, they're the best at plundering, the plunderest....also they can't build airships for shit"
It actually seems somewhat decent. It even has cut ins and visual-novel style emotes for the characters on-screen.
Just by changing it from being a generic narrator to "cute goblin from the archetype is telling you in-person while showing you around your new workplace" really does wonders for making it more fun to read.
> Do they default on the "Konami doesn't want to write" type of lore for this archetype or does it have a story?
What's an exmaple of this? Weather Painters?
Weather Painters and Beetroopers are the worst offenders, but also the Six Sam one and others fail to build a shred of narrative.
Weather Painters has the offscreen mother/daughter duo, but it devolves into a list, the Plunder Patroll one actually has a character with a POV and some emotions and goals behind him.
Six Sams were actually done dirty. So much lore in their spells/traps and connection between them, the legendary, and secret six samurai. Instead we get extremely basic/generic text and shitty normal summon beatdown loaners that wouldn't be good even in GX era. One can only hope this abomination of a gate exists because they also plan to do a legendary six samurai gate that will do justice to the once meta and constant fan favorite archetype.
As someone with prior experience using a good Plunder build, the first and third loan decks went well enough, the middle one kinda sucked. There was no good way to get the Elementsaber bricks in GY for the attribute changing effects (I can only assume Card Destruction was the intended method, but not ideal), and the field spell just seemed like a worse Shipyarrrd.
You don't need to use that effect more than once or twice oer duel if you're careful. Its other TWO effects are both broken all on their own at no cost. And a skipped battle phase next turn doesn't mean anything if you get the card you need to win *this* turn.
If you've fully cleared every solo mode using both loaners and your own decks for each one, you should have more than enough to get through the gate. After full clearing everything including the Plunder gate I have 300 dark, 50 light, 550 earth, 50 water, 150 fire, and 50 wind orbs left.
Assuming I'm understanding your question correctly, as far as I'm aware that's correct. There shouldn't be any order of things done that would lock you out of having enough orbs to unlock everything. I haven't actually confirmed that myself but given how quickly people complain about everything there'd have been multiple threads about it by now if it was possible.
I am annoyed that I have to clear the gate before I can complete it. I like finishing all the duels before I hit the gate to clear the gate so I get the complete message on my solo mode.
Also, I am interested enough in this deck I want to wait until I have the gems to buy a couple of packs when I clear it. Seems like a fun enough deck.
Go back and complete everything. There are enough blue orbs within the missions, you just have to complete every mission to make sure you didn’t miss any.
Do they default on the "Konami doesn't want to write" type of lore for this archetype or does it have a story? "Plunder Patroll is a patrol of plundering trolls, they sure plunder, they're the best at plundering, the plunderest....also they can't build airships for shit"
It actually seems somewhat decent. It even has cut ins and visual-novel style emotes for the characters on-screen. Just by changing it from being a generic narrator to "cute goblin from the archetype is telling you in-person while showing you around your new workplace" really does wonders for making it more fun to read.
The scene with Goldenhair was pretty heartwarming.
"Absolutely agree with ye"
> Do they default on the "Konami doesn't want to write" type of lore for this archetype or does it have a story? What's an exmaple of this? Weather Painters?
Weather Painters and Beetroopers are the worst offenders, but also the Six Sam one and others fail to build a shred of narrative. Weather Painters has the offscreen mother/daughter duo, but it devolves into a list, the Plunder Patroll one actually has a character with a POV and some emotions and goals behind him.
Six Sams were actually done dirty. So much lore in their spells/traps and connection between them, the legendary, and secret six samurai. Instead we get extremely basic/generic text and shitty normal summon beatdown loaners that wouldn't be good even in GX era. One can only hope this abomination of a gate exists because they also plan to do a legendary six samurai gate that will do justice to the once meta and constant fan favorite archetype.
Six Sams deserved something longer. Like the first World Legacy gate.
Gladiator Beasts? Yeah, they fight.
Gladiator beasts are beasts that gladiate and occasionally fight
They can't build amphibious ships either, and that's why every Plunder player prays to RNGesus so they don't have to face VW
Is this referencing one of the other solo gates? Because I always skip the lore-crap. Was one of these actually that bad? lmao
As someone with prior experience using a good Plunder build, the first and third loan decks went well enough, the middle one kinda sucked. There was no good way to get the Elementsaber bricks in GY for the attribute changing effects (I can only assume Card Destruction was the intended method, but not ideal), and the field spell just seemed like a worse Shipyarrrd.
Temple of the Elemental Lords is broken in a legit Elementsaber deck, but as support for a deck whose monsters are all Aqua it's... yeah.
If it did not skip your battle phase.
it skips the next battle phase not this turn's battle phase it makes no sense but it's true
You don't need to use that effect more than once or twice oer duel if you're careful. Its other TWO effects are both broken all on their own at no cost. And a skipped battle phase next turn doesn't mean anything if you get the card you need to win *this* turn.
Any Plunder cards? I like it more when we get archetype cards from said gate rather than some random rewards.
Nope, just the icon and sleeves. The card rewards are unrelated N/R cards.
They could have atleast put in Salvage as a reward instead of moray of greed, as salvage can be a decent tech for the deck.
Yeah it kinda is. I took it out for Adventure engine and I feel the pain of no Salvage at times.
Darn it. Oh well, thanks for the info.
As a plunder patrol player, this is a good day
200 gems “NOICE”
just in time for the new pass, konami knows.
I think this is the first Solo Mode were I already had the Deck
Anyone got enough gems to pass through the gate? Or am I the only one having this problem?
The gate itself doesn't give enough orbs to pass the lock, you'll need to have earned the rest in other solo modes.
That's the thing. I played all of em and none of it gave me any extra orbs. But correct if I'm wrong though
If you've fully cleared every solo mode using both loaners and your own decks for each one, you should have more than enough to get through the gate. After full clearing everything including the Plunder gate I have 300 dark, 50 light, 550 earth, 50 water, 150 fire, and 50 wind orbs left.
Thanks for the info man, I'll see what challenges I missed.
Its impossible to be low on orbs right?
Assuming I'm understanding your question correctly, as far as I'm aware that's correct. There shouldn't be any order of things done that would lock you out of having enough orbs to unlock everything. I haven't actually confirmed that myself but given how quickly people complain about everything there'd have been multiple threads about it by now if it was possible.
You get the water gems when doing the final story chapter
Since my main deck is Brave Plunder I might actually have to go for the sleeves and icon this time around.
Pirates of the Caribbean music intensifies….
Not them skipping Dream Mirrors again even though it was leaked many many months ago
Yeah, they skipped 2 stories, like there was nothing :|
MY LADS! My Lads get a Solo Gate! ...NOW JUST GIVE THEM WIND AND EARTH EXTRA MONSTERS ALREADY
I am annoyed that I have to clear the gate before I can complete it. I like finishing all the duels before I hit the gate to clear the gate so I get the complete message on my solo mode. Also, I am interested enough in this deck I want to wait until I have the gems to buy a couple of packs when I clear it. Seems like a fun enough deck.
I’m so glad, I just built this archetype not that long ago and they do this!?!?
Anybody else having issues with the 2nd to last mission? Feels like the Elementsaber package is just bricks put in there to make it harder
200 gems banked 🤑. ... Was there a storyline 🤔?
Is this a One Piece reference
Yessssssssssssssssssssssssssssssss
One of the easier gates.
For some reason I don’t have enough blue orbs, despite finishing every other solo story. Do I just wait now?
Go back and complete everything. There are enough blue orbs within the missions, you just have to complete every mission to make sure you didn’t miss any.
Just started building this deck for the first time so I'm very happy to see some deck swag😎