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[DoD] Pirates Quest Rogue

  • Last updated Dec 30, 2019 (Descent of Dragons)
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Wild

  • 17 Minions
  • 11 Spells
  • 2 Weapons
  • Deck Type: Theorycraft
  • Deck Archetype: Quest Rogue
  • Crafting Cost: 6120
  • Dust Needed: Loading Collection
  • Created: 12/5/2019 (Shaman Nerfs)
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  • Total Deck Rating

    13

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A new take on the Good'Ol Quest Rogue.

Card selection is straightforward, Trying to complete the Quest ASAP and owerwhelm our opponent with a continuos stream of 4/4 threats. 

Obviously our key card is the new DoD pirate wich has the best battlecry ever for quest rogue: Add 2 identical Pirates to our hand. Back in the day similar effects would only apply to a deathrattle on a 3 drop, but not now. 

To tutor up for our key card we play Captain's Parrot as well as Raiding Party, alongside with 2 copies of Wagglepick Serrated Tooth wich reads 3 (or 2) mana: give your team rush. That's a HUGE tempo play that should turn the tide of the game.

Every card in the deck is tailored to fast complete the quest in the early game and to add gas later on. Bouncing back Bloodsail Flybooter adds 2 more 4/4 to our army, and almost every card in the deck bounces it!

Yeah, the deck might brick and to avoid that I added Minstrel and counterfeit coin, but I really don't know if it's the right line of play, those are the oly real flex slots of the deck right now.

Daring Escape is a fock'n good combo card but requires a bit of skill to not lose too much tempo while using it. Still Flybooter+daring escape is 100% quest complete. And very fast at it. That's why I don't like questing explorer it's too narrow later on and, just like the coin, an horrible topdeck. But the coin accelerates our plays wich is always welcome. 

*NEW* Labman is our anti control card, it puts back our Deckhands to generate enough hand damage to deal against unwinnable boards. 

Let me know if you think about something to make everything more consistent since the deck is in it's EARLY stages. Have a good time with the new expansion!