Super fast Pirates! v1.1!
- Last updated Jul 14, 2020 (Pre-Expansion Nerfs)
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Wild
- 18 Minions
- 9 Spells
- 3 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Pirate Rogue
- Crafting Cost: 6860
- Dust Needed: Loading Collection
- Created: 5/8/2020 (Second DH Nerfs)
- MonsterTitsJr
- Registered User
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Battle Tag:
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Region:
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Total Deck Rating
3
Do you want to get your opponent to 15 health in 3 turns? Do you hate it when games go over 5 minutes? Do you want to play a wild rogue pirate deck that can actually hit platinum? Then this is the deck for you.
It's a super fast deck that can do insane damage in the early turns, but has enough card generation and options to finish your opponent off. I've been tinkering with this deck type for a while and they typically suffer from emptying out your hand early and fizzling out in the mid game.
Ship's Cannon Parachute Brigand Bloodsail Flybooter Sharkfin Fan and Buccaneer are your early turn artillery
Swashburglar Bloodsail Flybooter and Raiding Party keep your hand full.
Southsea Captain Edwin VanCleef Leeroy Jenkins Eviscerate and weapons to finish them off in the mid game.
I put both Perdition's Blade and Hooked Scimitar to see which 3 drop weapon I prefer, but so far I like having one of each. Not much synergy between rogue weapons and this deck type, but this decks needs a few to make sure raiding party always gets one.
It does have the major drawback that your opponent can end you with one well placed clear, but you have enough card generation to rebound and it's worth it for all the times you get your opponents to >10 health before they've even found their footing.
Patches would be a great add, but hard to justify 1600 for a card I can only use in one wild deck.
e: this was a fun high platinum deck, so I added Patches in hopes of getting to it to diamond. Also took out Walk the Plank for Sap because speed, duh. I find Patches pushes the deck towards trying to flood the field with pirates early, so I took out 1x Ship's Cannon because it's only really useful once per game and they tend to make me want to delay playing pirates, it booms when it comes out but it's not worth losing early board dominance over. Replaced it with Cannon Barrage as an effective mid game finisher
"it's worth it for all the times you get your opponents to >10 health"
I think you mean less than (<) 10hp, not greater than (>).
Alternate for Edwin?
There isnt a good one. Just think about to crafting it. Its is 100% worth. I didnt craft him for a very long time but now, i dont wanna miss him again.
The only one, that could replace him, is the 2 Mana Rogue Pirate with rush that gain +1/+1 for each friendly pirate as a battlecry.
There really isn't a good sub for Edwin in most rogue decks, he's arguably the best vanilla hero and he often forces your opponent into a situation where they have to decide if they want to wipe the little pirates or deal with him. Cards I'd consider subbing for him are another Dread Corsair, Sahket Sapper or Bloodsail Raider. I've tried Cannon Barrage in this deck and it's too slow and if I have a board full of pirates on turn 6, I'm probably winning the game anyway. If you go with Dread Corsair I'd sub out Perdition's Blade for another Hooked Scimitar to get more 0 cost corsairs. Bloodsail Raider can be really good with this deck, it can win games but I find it's often a slow and clunky card.
I'm getting stuck in mid-platinum with this deck so I'll probably try a few of those subs I just described to see if it handles the changing meta better. Priests are really becoming an issue as they have so many wipe options in wild.
This deck already has 2x Bloodsail Howler
Having some luck with removing a Bloodsail Howler and Perdition's Blade for Dread Corsair and Hooked Scimitar, those two cards are a great combo. Howler seems to rarely work like you want it to.
Backstab + Hooked Scimitar + [card]Dread Corsair[/card] +Edwin VanCleef is a pretty crazy turn 6 after a super aggressive first 5 turns.