In the absence of another 1 drop, do you play the 1 drop pirate, or skip turn 1 and wait for the +1,+1 on turn 3 especially when you have the coin.
I’ve had luck with skip turn 1, hero power turn 2, coin + Southsea Deckhand and Southsea Captain. I love the early damage it does but I’m not sure it’s good use of the coin.
by corpsetaker do you mean keleseth? If it's keleseth, unless you have him in hand you do play the 1 drop, if it's a non-keleseth rogue than you always play the 1 drop
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
Depends on the opponent. You don't want to fall behind against aggro. And you don't want to let control stabilize. I'd say most times play what you got.
"I have seen worlds bathed in the Makers' flames, their denizens fading without as much as a whimper. Entire planetary systems born and razed in the time that it takes your mortal hearts to beat once. Yet all throughout, my own heart devoid of emotion... of empathy. I. Have. Felt. Nothing. A million-million lives wasted. Had they all held within them your tenacity? Had they all loved life as you do?"
I think it depends on what you're facing and if you have the coin or not. Going first, I'd play a Southsea Deckhand most of the time, unless I feel I'm about to get punished by a coin Golakka Crawler or Maelstrom Portal. With the coin, saving the pirates makes sense if they're just going to die to anything on the board or to hero power...for free. But against Druid, for example, playing Southsea Deckhand into their Wild Growth turn seems fine. Then you can coin Southsea Captain. Also, I wouldn't hold them back against Priests, unless they play Northshire Cleric on 1.
It depends on what sort of plan you want to play... Turn One: Deckhand + Patches Turn Two: Weapon Turn Three: Captain deals more damage and is likely best against control decks where you need to be as active as possible forcing your opponent to have the right answers for your threats within a narrow amount of time.
Turn One: Pass Turn Two: Weapon Turn Three Captain + Patches + Coin + Deckhand is a line you might choose if you think you can win a longer game a more reactive game. I choose this line against some aggro decks and occasionally in the mirror.
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I’m playing Corpsetaker rogue with typical pirate assortment of cards. After muligan I often have Southsea Captain and either Swashburglar or Southsea Deckhand which of course pulls out Patches the Pirate.
In the absence of another 1 drop, do you play the 1 drop pirate, or skip turn 1 and wait for the +1,+1 on turn 3 especially when you have the coin.
I’ve had luck with skip turn 1, hero power turn 2, coin + Southsea Deckhand and Southsea Captain. I love the early damage it does but I’m not sure it’s good use of the coin.
by corpsetaker do you mean keleseth?
If it's keleseth, unless you have him in hand you do play the 1 drop, if it's a non-keleseth rogue than you always play the 1 drop
Depends on the opponent. You don't want to fall behind against aggro. And you don't want to let control stabilize. I'd say most times play what you got.
I forgot people ran gollaka in standard
I think it depends on what you're facing and if you have the coin or not.
Going first, I'd play a Southsea Deckhand most of the time, unless I feel I'm about to get punished by a coin Golakka Crawler or Maelstrom Portal.
With the coin, saving the pirates makes sense if they're just going to die to anything on the board or to hero power...for free. But against Druid, for example, playing Southsea Deckhand into their Wild Growth turn seems fine. Then you can coin Southsea Captain. Also, I wouldn't hold them back against Priests, unless they play Northshire Cleric on 1.
It depends on what sort of plan you want to play...
Turn One: Deckhand + Patches Turn Two: Weapon Turn Three: Captain deals more damage and is likely best against control decks where you need to be as active as possible forcing your opponent to have the right answers for your threats within a narrow amount of time.
Turn One: Pass Turn Two: Weapon Turn Three Captain + Patches + Coin + Deckhand is a line you might choose if you think you can win a longer game a more reactive game. I choose this line against some aggro decks and occasionally in the mirror.