The general idea of this deck is to use One-eyed Cheat with Cold Blood and Tinker's Sharpsword Oil and a Pirate each turn to put your opponent on an early-game clock; One-eyed Cheat should be able to kill your opponent in about 3 turns if they don't bypass his Stealth. Don't play him earlier than you're able to Stealth him; pretty much any class can ping him and it's not worth the risk.
The major weakness of course being low-cost AoE and missile shenanigans. Southsea Captain is able to give Cheat a little extra health; Shattered Sun Cleric [/card] also helps his stats by 1 each. [card]Shattered Sun Cleric is in the deck over stuff like SI;7 Agent because board clear isn't the priority and it's persistent buff gives One-eyed Cheat some durability. As long as you protect Cheat you should barrel through their health quick enough that anything short of taunts is not a significant threat; this is an aggressive deck anyway. Bounce their Taunts with Sap and use your other minions to deal with threats or Taunt's as best you can.
Eviscerate should help against Mage, as Tempo Mage is a big threat considering Flame Waker's ability. Freeze Mage may just have Explosive Sheep and Goblin Blastmage sucks too, so it's a bad matchup all round TBH.
Warrior has Whirlwind and other strafe capacity to deal with, so this will always be tricky match.
Paladin has Consecration accessible by turn 4, so be conscious of that.
Warlock could be Zoo, which doesn't often have AoE, but commonly uses Knife Juggler, Demonlock, who may have Demonwrath and Handlock. Handlock has the most AoE; Hellfire is a significant enough threat, and Shadowflame will usually deal even more.
I readily admit this deck is limited by the current meta, but who knows how things migth change. I still think it's the best direction with Pirate's, as anything else attempts to focus on general weapon/Pirate synergy and Pirate's as a whole are still an underwhelming archetype so far. This still has some of that basic synergy, but is much more focused toward something that only Pirate's can do; stacking power on something that can be readily stealthed.
I'm also considering a few other non-Pirate cards to help One-eyed Cheat survive in general. Currently the deck is a glass cannon; you live or die on Cheat's success. I don't want to move away from One-eyed Cheat being the core of the deck, but am even considering Crazed Alchemist to make Cheat a 1/4 before buffing his attack back up with a more secure amount of health. He's never going to be completely safe, though.