Paladin Pirates
- Last updated Mar 6, 2015 (Undertaker Nerf)
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Wild
- 14 Minions
- 11 Spells
- 5 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 5680
- Dust Needed: Loading Collection
- Created: 3/4/2015 (Undertaker Nerf)
- YourDailyDevil
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Battle Tag:
UrDailyDevil#1547
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Region:
N/A
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Total Deck Rating
217
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Updated: Pirates 2.0
As interesting as the earlier version of this deck was, it was just too damn weak to aggro and handlock to be consistent.
Seeing that decks tend to be more fun when you win, I changed things up a bit. Less reliance on pirate triggers, more good ol' fashion Paladin board control. It's fun, it's weird, it's piratey. Enjoy.
Tirion Fordring is in it because the 5/3 Ashbringer is quite nice in a pirate deck.
Why elven archer ?
Synergy with Repentance and Equality. Post-Equality an Elven Archer can take out two minions. One immediately, one the following turn.
this deck gets destroyed before it developed more times then not
Aye, I've made a ton of changes to it that ended making it 50% less pirate and 50% more viable. I'll bring them up.
Light's justice? That's ballsy. +1
I know, right? It's can be swapped out, but I prefer having it because so many pirates are triggered by a weapon, and with all of the Paladin's good weapons at 3-4 cost mana, Lights Justice allows you to get a cheap and early swing.
Definitely not a viable weapon whatsoever, but I felt it was needed for good pirate synergy. I.E. turn 2 3/3 Bloodsail Raider, earlier Dread Corsairs, and being able to fling out the Southsea Deckhands.