Avast! Pirate/Weaponpower Rogue
- Last updated Dec 9, 2014 (GvG Launch)
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Wild
- 20 Minions
- 9 Spells
- 1 Weapon
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5320
- Dust Needed: Loading Collection
- Created: 12/9/2014 (GvG Launch)
- thegipp
- Registered User
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- 3
- 3
- 7
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Battle Tag:
N/A
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Region:
N/A
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Total Deck Rating
200
With the addition of some key cards like Ship's Cannon, a pirate deck may actually be viable in GvG!
The most obvious choice for pirates is Rogue, with the easy availability of weapons and the large number of options for buffing them. The key win condition of the deck, of course, is to use buffed weapons to roll out pirates stronger and faster, while using buffed weapon power, Ship's Cannon, and a couple of Rogue staples to keep the board under control.
Card draw would be an issue of course; tried a couple of different solutions (Captain's Parrot/Fan of Knives, even Sprint), but 2xJeeves seems to be working best so far.
There are a couple of good opening hands you can mulligan for: Ship's Cannon/Southsea Deckhand/Bloodsail Raider, or Deadly Poison/Dread Corsair are great ones.
Other cards I've toyed with including are Enhance-o Mechano, Shadowstep, Assassinate, or a second Tinker's Sharpsword Oil, but I can't really find anything good to drop. Maybe 1xBlade Flurry.
Update:
-1 Salty Dog
+2 Eviscerate
Trade Prince Gallywix anchors the deck at the high end and provides some insurance against AoE, which is generally this deck's biggest problem. Salty Dog is just too weak a card to be included even in a Pirate deck. Eviscerate over Knife Juggler because we already have a lot of 2s, and the deck isn't quite fast enough for the Jugglers to do much work. Eviscerate provides some needed board stability.
I replaced Captain Greenskin with Skycaptain Kragg and since I only had 1 Southsea Captain, I put in Brann Bronzebeard. It's a fun deck!!
This deck is really really fun, although it has me stalled around rank 12-13 US. I'm not expecting to get up to rank 5 or something, but I'm wondering what changes could be made to make it more viable higher up the ladder? Here are some pros and cons I've found with it:
--- Pros
--- Cons
Here are some changes I believe are a big help, but I'm also looking for suggestions.
- Adding a Sap is pretty essential. Great for making people waste a turn while you dump your hand onto the board, and this also plays really well with Jeeves. I removed a Backstab for this as per Easyraider's recommendation. On turn 2-3 you should have a 2 or 3 damage weapon already so backstabs go down in value a bit.
- Took out both SI:7 Agent cards. They really don't work in this deck.
- As I stated above, replaced 1 Jeeves with Sprint
- Removed 1 One-eyed Cheat. His whole attack-then-stealth mechanic usually gets you good value once per game. Odds are you won't have enough pirates to make this effective twice in a game, so one is enough. Replaced him with a Bloodsail Corsair for synergy, plus the weapon removal isn't bad. I'm not totally sold on this replacement though.
- Added Loatheb. With so many low cost minions with low health you really need something like this to protect them. Blocking spells turn 5 and then playing Gallywix turn 6 is amazing too.
The rest I'm still playing with but I'm not totally happy with. Having a Perdition's Blade or 2 seems to be working pretty well, but having an empty board with a hand full of spells and weapons happens far too often. Not sure what to do about that. Also tried playing around with Shiv and Bloodmage Thalnos to help with card draw, but I don't love those either. Does anyone have any other ideas they would recommend?
Technically I replaced the SI:7 Agents with Loatheb and Perdition's Blade. I forgot to mention I only have 1 Southsea Captain so I had an extra slot. I like the conceal card idea actually. Let me know if you have any luck with Salty Dog, I tried him for a few games and either couldn't get him out when it mattered or he got removed instantly (which I guess is a good thing to make him trade for a removal)
I need help guys - how the fuck are you supposed to play this deck? I was playing against my friends with it, who tend to get to single digit ranks frequently, and it absolutely destroys them. The only deck it had trouble with was Handlock. I figured that I'd gotten the hang of it enough to go to ladder with it, and 28 games later this is how it turned out:
I'm not actually playing the exact deck as listed above - I was missing some cards and made some changes after looking through what other people have done. This is how it looks right now.
Are Captain Greenskin and Trade Prince Gallywix necessary to make the deck work? Are there any cards you'd change? Should I be clearing the board or going face? What happens when the opponent drops huge things that would require me to trade my whole board into and that I can't remove with an eviscerate/weapon hit?
this is a gimmick deck, and cannot be expected have an above average win-rate above rank 5.
I don't have [card]Trade Prince Gallywix[/card]. How about replacing it with Leeroy Jenkins for extra burst?
I played this deck from rank 15 to rank 7 during the past week. Still progressing steadily. I would expect to get at least to rank 4-5 without problems. After that, I am not so sure, but we shall see.
I toyed with a few card changes, eventually settling with only these two:
- 1 Backstab, + 1 Sap
- 1 One-eyed Cheat, + 1 Loatheb
For me, the most enjoyable play sequences are not early game ones (although I know you can do sick tricks with buffed weapons, Blade Flurry and Ship's Cannon).
Instead, what I love the most is when you I can pressure to face safely while maintaining the board resilient. T5 Loatheb, T6 Trade Prince Gallywix T7 Wicked Knife + Captain Greenskin has so far worked always!
Got to rank 10 with this variation
-2 Jeeves - I'm favouring a more aggressive start so replaced these with Cold Blood. My first five turns are usually a combination of weapon and minion cards and usually win by turn 7. if it gets to the point where I need card draw to keep the tempo than its usually too late
-1 Blade Flurry - excellent for board clear or fatal from 2x weapon damage on one turn, rarely I need to use this twice though.
-2 SI:7 Agent - just couldnt get it to work with the synergy of this deck.
+2 Cold Blood - Gives me an early burst or surprise fatal
+1 Salty Dog - forces removal, hurts if not removed.
+2 Bloodsail Corsair -cheap way to trigger ships cannon, stealth One-eyed Cheat, counter other weapons classes. Also a good Cold Blood candidate as often he gets left on the board because it does not seem to pose a threat.
I disagree with the Jeeves drop and the Blade Flurry drop. Blade Flurry can help clear taunts with minimal damage to your minions while also dealing damage at the same time. Rogue has the ability to burst better than just about any other class. Drawing 3 off of Jeeves can be the difference between drawing lethal or losing because you ran out of cards.
I do agree that SI:7 does seem a little weak in this deck though. With how aggressive you want to be you don't want to have to wait to combo with him to get a decent usage out of him. I think I'll probably keep him in, but I'm mulliganing him away unless I have coin. Perhaps to avoid drawing a second copy off the mulligan I should cut him down to one copy. That way I draw him later on when he is useful.
How about replacing SI:7 Agent for Perdition's Blade?
I've been having success so far with this replacement. It combos better with Bloodsail Raider and Dread Corsair as well.
I usually find hero ability and Assassin's Blade is enough . If I cant get an early One-eyed Cheat or Ship's Cannon going I'll hero ability on turn 2 and just leave it until I really need it and by that time I usually draw Assassin's Blade. I want to be done by turn 7-8 and 3 mana on perdition can be up to 3 pirates on the board plus 6-12 damage from cannon.
Im trying jeeves out atm...its definitely slowed the tempo down a bit but I can maintain pressure for a bit longer. Dropped to 12 though while adjusting. Also tried replacing - 1 Salty Dog for +1 The Black Knight but its not that effective against Sludge Belcher
-1 Jeeves +1 Loatheb?
Believe me, you don't want to make that change. I'd change something else before I'd drop a Jeeves from this deck. The deck relies on Jeeves to back it up since there is no other card draw and the deck is wide open to AoE. Jeeves is what gives you a chance in the late game.
People like pirates and this is one of the best Pirate decks. It works pretty well for me, it's not the most effective Rogue deck out there but it's good to play for fun.
It is working fine for me thus far, I'm currently 5-2. My two losses were to the same Priest player. He was literally just playing as much removal and AoE as he could. Pyros and Novas wrecked me and when I played Jeeves he dropped double Smite to limit my comeback ability. His RNG was incredible though. Turn 3 Thoughtsteal for Bloodsail and Cannon and the Cannon hits and kills my Barber on turn 4. Another time he yolo Pyromancer + Shield into topdecked Nova. Despite the ridiculous RNG and removal I still had him a turn away from lethal each game. I don't worry to much about those games though, there wasn't really anything I could have done about them.
I destroy this deck all the time with my control warrior @ Rank 5
Funny because I destroy Control Warrior with this deck all the time. I actually haven't lost to Control Warrior with it. I was starting to think it was my best match up.
First try with this deck and I already got the dream:
Started with Deadly Poison, Goblin Auto-Barber, Dread Corsair. Next cards were Tinker's Sharpsword Oil and Captain Greenskin.
Turn 5 I had a 8/3 Wicked Knife :D
It forces removal though because nobody would leave it alive