Hey everyone I was testing handbuff pirates a little bith it has some strengths you can play the your weapons cost less guy with true silver etc (3-6) with handbuffs the 3 3 buffer pirates synergizes with handbuff. you can get 4 3 chargers for 1 mana you have the reload with divine favor sounds great right! unfortunately i dont have patches don't like pirates so much expect this deck but i didn't go ahead and crafted it it might have been good with patches the 3 2 for 1 mana becomes like 4 3 for 1 mana! the 4 6 charger with handbuffs can also be insane basically like a doomguard. The problem with the deck is you need to get your buffs weapons in right order pirates require lots of weapons handbuff requires lots of minions they can overlap but 3 3 taunt pirate with handbuffs etc still good!. you have green skin true silver synergy INSANE(wicker to counter other pirates divine favor agaisnt control) I mean in Theory the deck seems amazing! but I don't have patches maybe i should just craft it and test it(don't have skycap also but not that necessary i think) I would be happy if someone who has patches green skycap can test this deck! So someone please try the handbuff pirate pally :)
Honestly besides the whole lack of good direct damage cards and such, Pally as a whole has a huge problem, which is the total anti-synergy half the class cards have. I mean come on, Blizz really introduced the best Goons cards to the same class that uses Equality frequently? Who made that stupid decision??
And then You get cards like Light's Justice and no way to buff it besides cards outside of the class! What was the point? Its worse than Rogue cause at least when they were throwing combo, stealth, deathrattle, jade, and stealing around you could actually synergize those cards to make a decent midladder deck, or buff the existing strong decks. Pally is totally spinning their wheels here... hopefully something can pull all of this together next expansion.
GvG and WOG totally had it right (even if all of the cards weren't the best) when they designed cards that were made specifically to synergize with the hero power and cards that summoned recruits (Quartermaster, Bolvar Fordragon, Steward of Darkshire). If they just pushed it a little further with more Divine Shield synergy Pally would probably be fine again.
EDIT: FireNIce makes a very solid analysis on all the Pally Archetypes. Pally really got spread too thin
Warrior has N'Zoth's First Mate, Fiery War Axe, and Upgrade! as early game weapons, and Rogue has their Hero Power and Deadly Poison. Early game weapons are essential to making the Pirate decks work and both Warrior and Rogue have a lot.
I think its that the only early game weapons Paladin has is Light's Justice (which is never used) and Argent Lance (also never used). Truesilver Champion is Paladin's only really good weapon card, and by design with its healing its meant for control. In a meta where only the most powerful cards make room in the tight space of a 30 card deck, Paladin's weak early game weapons just don't make the cut for pirate synergy.
It's the same reason Pirate Hunter and Shaman aren't really seen (even though they are tried). Yes, Eaglehorn Bow is a good card, but you'd rather have secret synergy or just powerful beasts, since there are no other good hunter weapons enough to warrant much pirate synergy. Same with shaman. On paper and in a void, Stormforged Axe is a good weapon, but no one uses it because more powerful cards outclass it. And with Spirit Claws you'd rather have Spell Power synergy with Bloodmage Thalnos and Azure Drake.
Pirate Shaman makes up a huge chunk of the meta... it exists.
Hey everyone I was testing handbuff pirates a little bith it has some strengths you can play the your weapons cost less guy with true silver etc (3-6) with handbuffs the 3 3 buffer pirates synergizes with handbuff. you can get 4 3 chargers for 1 mana you have the reload with divine favor sounds great right! unfortunately i dont have patches don't like pirates so much expect this deck but i didn't go ahead and crafted it it might have been good with patches the 3 2 for 1 mana becomes like 4 3 for 1 mana! the 4 6 charger with handbuffs can also be insane basically like a doomguard. The problem with the deck is you need to get your buffs weapons in right order pirates require lots of weapons handbuff requires lots of minions they can overlap but 3 3 taunt pirate with handbuffs etc still good!. you have green skin true silver synergy INSANE(wicker to counter other pirates divine favor agaisnt control) I mean in Theory the deck seems amazing! but I don't have patches maybe i should just craft it and test it(don't have skycap also but not that necessary i think) I would be happy if someone who has patches green skycap can test this deck! So someone please try the handbuff pirate pally :)
What the hell did I just read? Pretty sure I got stupider from this.
Main issue with Pirate Paladin is aggro-matchups. Obvious solution is to add Dragon synergy into deck making it more midrangy. There are some issues with it:
Paladin Dragons fit better for late game
Cheap 2 mana Faerie Dragon can't be used if you plan to use buffs, what is main advantage of Aggroadin
Making deck slower decreases winrate in control matchups
Aggro Shaman with Jade inclustions is still unbeatable with this deck
The less cheap cards you have then less usable Divine Favors are
So there are no real advantages, and Dragon Warrior is way better.
Warrior has N'Zoth's First Mate, Fiery War Axe, and Upgrade! as early game weapons, and Rogue has their Hero Power and Deadly Poison. Early game weapons are essential to making the Pirate decks work and both Warrior and Rogue have a lot.
I think its that the only early game weapons Paladin has is Light's Justice (which is never used) and Argent Lance (also never used). Truesilver Champion is Paladin's only really good weapon card, and by design with its healing its meant for control. In a meta where only the most powerful cards make room in the tight space of a 30 card deck, Paladin's weak early game weapons just don't make the cut for pirate synergy.
It's the same reason Pirate Hunter and Shaman aren't really seen (even though they are tried). Yes, Eaglehorn Bow is a good card, but you'd rather have secret synergy or just powerful beasts, since there are no other good hunter weapons enough to warrant much pirate synergy. Same with shaman. On paper and in a void, Stormforged Axe is a good weapon, but no one uses it because more powerful cards outclass it. And with Spirit Claws you'd rather have Spell Power synergy with Bloodmage Thalnos and Azure Drake.
Pirate Shaman makes up a huge chunk of the meta... it exists.
Okay, Pirate Shaman is really just regular old Aggro Shaman with two Small-Time Buccaneers and Patches thrown in, plus some versions that use Southsea Deckhand. But yeah, it exists.
Pirates actually work really well with Sword of Justice. I'm too lazy to climb to legend, but I've had a mid-50's win percentage with this pirate anyfin deck around rank 5. It's a ton of fun, though certainly not as consistent as pirate warrior or [anything] shaman
Warrior has N'Zoth's First Mate, Fiery War Axe, and Upgrade! as early game weapons, and Rogue has their Hero Power and Deadly Poison. Early game weapons are essential to making the Pirate decks work and both Warrior and Rogue have a lot.
I think its that the only early game weapons Paladin has is Light's Justice (which is never used) and Argent Lance (also never used). Truesilver Champion is Paladin's only really good weapon card, and by design with its healing its meant for control. In a meta where only the most powerful cards make room in the tight space of a 30 card deck, Paladin's weak early game weapons just don't make the cut for pirate synergy.
It's the same reason Pirate Hunter and Shaman aren't really seen (even though they are tried). Yes, Eaglehorn Bow is a good card, but you'd rather have secret synergy or just powerful beasts, since there are no other good hunter weapons enough to warrant much pirate synergy. Same with shaman. On paper and in a void, Stormforged Axe is a good weapon, but no one uses it because more powerful cards outclass it. And with Spirit Claws you'd rather have Spell Power synergy with Bloodmage Thalnos and Azure Drake.
Pirate Shaman makes up a huge chunk of the meta... it exists.
Okay, Pirate Shaman is really just regular old Aggro Shaman with two Small-Time Buccaneers and Patches thrown in, plus some versions that use Southsea Deckhand. But yeah, it exists.
Except the pirate aggro shaman is better than pirate warrior. There is also lifecoach pirate/jade shaman list, I played it and I think that it even more powerful than aggro shaman, it only runs 4 pirates (including patches).
I'm not saying it's worse, it's just that you can't really call a deck a pirate deck just because it has Patches and Small-Time Buccaneer. And the Jade version just throws in those Pirates for the extra early-game curve and pressure. (And no, I'm not saying that one is bad either).
Pirates actually work really well with Sword of Justice. I'm too lazy to climb to legend, but I've had a mid-50's win percentage with this pirate anyfin deck around rank 5. It's a ton of fun, though certainly not as consistent as pirate warrior or [anything] shaman
Pirates actually work really well with Sword of Justice. I'm too lazy to climb to legend, but I've had a mid-50's win percentage with this pirate anyfin deck around rank 5. It's a ton of fun, though certainly not as consistent as pirate warrior or [anything] shaman
You're right. The deck I originally posted got me to from Rank 20 to 10 in no time (maybe lost three games). Once I started facing non-stop Pirate Warriors and Shamans I had to make two tweaks to compensate, and then was successful again. Namely, I added two Bloodsail Corsair and changed to using two Argent Lance to deal with those decks. Worked like a charm. I edited the deck to reflect the change.
Anyway, fwiw, here's a pick of me at rank 6, where I was last night (switched to Arena a week ago and haven't played much ladder). Didn't feel like wasting time climbing back up one to 5 just to prove it to you, hopefully this is enough. I haven't played any other deck on ladder this season.
To answer the question at hand.
The majority of paladin cards are gimmicky combo cards or defensive-.
To play a pirate playstyle in paladin you would need offensive cards like Kor'kron Elite or Lava Burst.
None of the paladin cards are aggressive in this way... except Avenging Wrath, which is complete crap. A common feature of pally cards.
If you had free range of paladin class cards to put in either aggro shaman or pirate warrior, would you pick a single one?
Hey everyone I was testing handbuff pirates a little bith it has some strengths you can play the your weapons cost less guy with true silver etc (3-6) with handbuffs the 3 3 buffer pirates synergizes with handbuff. you can get 4 3 chargers for 1 mana you have the reload with divine favor sounds great right! unfortunately i dont have patches don't like pirates so much expect this deck but i didn't go ahead and crafted it it might have been good with patches the 3 2 for 1 mana becomes like 4 3 for 1 mana! the 4 6 charger with handbuffs can also be insane basically like a doomguard. The problem with the deck is you need to get your buffs weapons in right order pirates require lots of weapons handbuff requires lots of minions they can overlap but 3 3 taunt pirate with handbuffs etc still good!. you have green skin true silver synergy INSANE(wicker to counter other pirates divine favor agaisnt control) I mean in Theory the deck seems amazing! but I don't have patches maybe i should just craft it and test it(don't have skycap also but not that necessary i think) I would be happy if someone who has patches green skycap can test this deck! So someone please try the handbuff pirate pally :)
Honestly besides the whole lack of good direct damage cards and such, Pally as a whole has a huge problem, which is the total anti-synergy half the class cards have. I mean come on, Blizz really introduced the best Goons cards to the same class that uses Equality frequently? Who made that stupid decision??
And then You get cards like Light's Justice and no way to buff it besides cards outside of the class! What was the point? Its worse than Rogue cause at least when they were throwing combo, stealth, deathrattle, jade, and stealing around you could actually synergize those cards to make a decent midladder deck, or buff the existing strong decks. Pally is totally spinning their wheels here... hopefully something can pull all of this together next expansion.
GvG and WOG totally had it right (even if all of the cards weren't the best) when they designed cards that were made specifically to synergize with the hero power and cards that summoned recruits (Quartermaster, Bolvar Fordragon, Steward of Darkshire). If they just pushed it a little further with more Divine Shield synergy Pally would probably be fine again.
EDIT: FireNIce makes a very solid analysis on all the Pally Archetypes. Pally really got spread too thin
My pirate paladin haD about a 55% winrate at legend :) not bad for a T3 deck LULZ, I'm going to see how high I can climb with it this month!
I'm extremely sceptical of running 7 weapons.
Every 4th card will be a weapon. And you can't really throw them out of your hand for DF
The Might of Dalaran has Arrived!
I just fought against a dragon paladin that was running pirates too and it seemed half-decent. He included Light's Justice, Rallying Blade, Patches the Pirate, Southsea Deckhand, Small-Time Buccaneer and I can't remember if Dread Corsair and Argent Lance too
For what I could see, he wasn't running Faerie Dragon, Netherspite Historian, Blackwing Technician, Book Wyrm nor any big dragon (8+ mana)
He probably wasn't using Consecration or Aldor Peacekeeper either
Main issue with Pirate Paladin is aggro-matchups. Obvious solution is to add Dragon synergy into deck making it more midrangy. There are some issues with it:
So there are no real advantages, and Dragon Warrior is way better.
And I still believe in my Piratadin more.
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Mostly because paladin doesn't have as many broken early game cards as warrior,shaman or rogue. It used to before standard hit, but not anymore.
Pirates actually work really well with Sword of Justice. I'm too lazy to climb to legend, but I've had a mid-50's win percentage with this pirate anyfin deck around rank 5. It's a ton of fun, though certainly not as consistent as pirate warrior or [anything] shaman
paladins don't have pirates, and there's really not enough other synergy
Weapon Based Priest is all you need in life
Stops your challenges with a knife
It's a deck that everyone should play
You should make it, try it today.