TOP 40 LEGEND Hybrid Pirate Rogue
- Last updated Sep 26, 2015 (TGT Launch)
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Wild
- 14 Minions
- 15 Spells
- 1 Weapon
- Deck Type: None
- Deck Archetype: Unknown
- Crafting Cost: 1960
- Dust Needed: Loading Collection
- Created: 9/19/2015 (TGT Launch)
- Noober_Dog
- Registered User
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Total Deck Rating
1870
This is the list used by Irronman(aka coreyrj) to reach the 34th place on the NA ladder. It's surprisingly effective and is tons of fun.
Playstyle
Like most Rogue decks, this is a tempo deck at its core. Aim for board control and finish your opponent with devastating burst. Generally speaking, if I'm against a slower, control deck like warrior, freeze mage or handlock i'll definitely take an aggressive line and be greedy with my resources. Against faster decks like hunter or secret paladin though your primary goal is just to maintain board control.
Mulligan Guide(courtesy of Irronman)
Vs Combo Druid
Your game plan in this match up is the same as a conventional oil rogue list, your primary win condition is board control. Having a superior board position through turns 3-6 will often net you a win in this match up. Mulligans: SI:Agent - Backstab - Deadly Poison - Bloodsail Raider - Ships Cannon - Buccaneer.
VS Patron Warrior
Your game plan here differs from a standard build, you want to be more proactive and take a very aggressive stance in the mid game instead of waiting to clear patrons reactively with flurry. Most of your early game plays in this match up can be dealt with very easily by the Warrior class so you want to play your game, and your mulligan slowly, setting up for large weapon or multiple minion turns on turns 4-7. A large assassins blade is often your beast win condition in this match up. Mulligans: Assassins Blade - Sprint - Deadly Poison - Preparation (If already holding Sprint) - Azure Drake - SI: Agent.
VS Control Warrior
Your game plan and mulligans are relatively identical to the patron match up. If you identify it as control warrior make an effort to more greedy with weapon resources (E.g. waiting on assassins blade charges till you get a weapon buff). Mulligans: Same as Patron.
VS Secret Paladin
Here is where your list will struggle more than the standard Oil Rogue because of no Fan of Knives. Your primary win condition in this, and in any aggro match up, is board control. Mulligans: SI: Agent - Backstab - Deadly Poison - Ships Cannon - Buccaneer - Blade Flurry - Bloodsail Raider - Dread Corsair (If already holding Deadly Poison).
VS Tempo Mage, Mech Mage and Zoo Refer to Secret Paladin match up. Though your Mage match ups struggle less due to the lack of fan of knives.
VS Dragon Priest
You can think of this match up as a mixture between a Druid and a Control warrior in terms of game plan and mulligans. In the early game, like vs Druid, you want to play very aggressively for the board and try to deny Northshire Cleric and Velens Chosen value. In the mid to late game you want to leverage your board advantage and play Assassins blade and start burning the priest or play Sprint and get a large card advantage. Leveraging an early game board state into mid/late game draw and reach is the primary way to win this match up.
Mulligans SI Agent - Deadly Poison - Backstab - Bloodsail Raider - Sprint - Ships Cannon - Buccaneer - Assassins Blade (Don't if already keeping sprint).
VS Hand lock
I initially thought this list would struggle in this match up more than your standard oil list but have been pleasantly surprised with how its performing when played very aggressively. Your primary win condition in this match up is to leverage a favorable turn 4-6 board state (that has ~3 minions) with enough burn to kill the warlock from 14-18 health. I often find I need to set up a 2 turn lethal by playing very hard into Hell fire and hoping they don't have it. Mulligans: Deadly Poison - SI: Agent - Bloodsail Raider - Ships Cannon - Buccaneer - Southsea Deckhand - Sprint (Keep only if you have two of the above).
VS Face Hunter
Your, and any Oil list really, is going to struggle vs Face Hunter, no way around it. The best way to win in this match up is just to race, aggressively fight for board in the early game and try to leverage a turn 3-5 board state into a sharpsword oil push for lethal. Mulligans Backstab - SI: Agent - Deadly Poison - Bloodsail Raider - Buccaneer - Ships Cannon - Dread Corsair - Tinkers Sharsword Oil (Keep if you have two of the above). - Southsea Deckhand (Keep if you have Ships Cannon).
This is an overview of most of the decks you are likely to be facing on ladder. If you want me to add a specific match up that's not on here feel free to request in the comments. I'll also be adding win %'s on to this post in the near future.
Card Choices
Pretty self explanatory. You have the usual pirate core minus Southsea Captain and the weaker pirates. If you're facing many taunt decks, replace one Bucaneer with the second Sap. If it's Secret Pally or Face Hunter, replace a Sprint with a Fan of Knives. The current version is the most balanced though.
Why no Shady Dealer, SkyCap n'Kragg, Southsea Captain, etc?
Unfortunately the problem with cards like these is that this weapon oriented deck plays from hand in a lot of MUs and often doesn't have a lot of pirates on board (especially not at once). They just weren't consistent enough, swag was lost but legend ranks gained.
Hall of Fame
Work in progress!
Pro Players Trying the Deck
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PS: Don't forget to leave your feedback and post the highest ranks you've achieved with the deck in the comments section. I'll post them in the Hall of Fame. Thanks for your support matey!
Been having a lot of fun with this deck. It has pirate synergy but also has cards that makes this deck viable in the meta. Good build.
in most cases you still play the minion, for example
warrior has a 1 charge death's bite on your turn 5, you still play the drake
All in all not a bad deck. I was able to beat most decks that I cam up with this. I think i went around 10-4. As long as I was able to get an early drop, it made things a lot easier.
I was skeptic about this deck at first. But this one actually does pretty well. Maybe it was just good luck, but I was able to do 10+ dmg when my opponent thought he would be safe for another turn. The only changes I made was add another Assassin's Blade in place of Preparation.
With the current druid deck population this one is pretty useless.
is it worth to crate this deck , iam only missing two preparations?
It's a very inconsistent and mediocre deck, but I can understand why it's so popular. First of all, it's a budget deck. Second, it's pirate themed (Yarrrr!). And third... Rogue is the underdog class in TGT. People that love the class are desperately trying to make it work, but with mixed success.
It's certainly not competitive, and honestly, I wouldn't grind the ladder with it past rank 10-5, but that said, it can be fun to use when you're already Legend rank, or from 25 to 10.
The problem with Rogue is that it's a combo class. That's what makes it really weak in a lot of situations. Lone cards are often dead cards. You draw Sprint early on without Prep, or vice versa? Both are dead cards. You draw Blade Flurry, but don't have Deadly Poison, Tinker Oil, or the pirate buff / Drake on the board? Dead card (most of the time). You have a lone SI Agent in hand in topdeck mode? That's a very sad SI Agent indeed. You draw a Dread Corsair but have no good weapon? A 4 mana 3/3 taunt is terrible. A 3 mana 3/3 taunt is terrible as well (with hero power up). This is yet another card that requires something else to be in place before you can get true value out of it and that makes this deck even more RNG dependent than other aggro decks.
A Paladin, for instance, doesn't need to combo anything. He plays his secrets or his chargers. If the chargers survive, he can buff them the next turn, or the same turn, whatever works. He doesn't even need to have those two cards in hand to make it work. He draws secrets with Dr.6 and gets crazy value out of them.
Same can be said about Hunter, although they do have some prerequisites that need to be taken into account, yet they're much more easily managed. Hunters deplete their hands fairly quickly for Quick Shot to work, and there's always a beast behind the corner for Kill Command. No need to pray to rngesus to get those exact cards to execute the necessary combo.
Druids have it easy as well. If they don't get Force of Nature, then all they need is a bunch of minions on the board for Savage Roar. Everything's much simpler and easier to execute with other classes.
Off topic rant:
Honestly, when I started an Americas account, I decided that I'd go all out Rogue. I disenchanted all other class cards just to get rogue cards, and I ran a custom Mech Rogue (pre TGT, of course), and a combo Oil Rogue, with already varying degrees of success and a lot of inconsistency. And then Rogues got smacked hard in TGT. I was pretty disappointed with the lackluster cards that they got in comparison with other classes. I mean, just look at the Rogue Legendaries. They're absolutely terrible and don't impact the board much at all. Van Cleef? Silenced. Gallywix? Either it's too late and your opponent doesn't care about giving you the spells, or he just removes him with one that won't help you much in the end. More often than not the coins actually help them instead of you! Anub'Arak? 4HP? Completely useless. A Frostbolt and hero power kills him. If that's not the saddest thing ever...
Compared to other class Legendaries... Tirion? If you remove him, the pally gets a weapon. If you silence him, well, it's still a 6/6 body, so it's not terrible. Mal'Ganis? Can be summoned by Voidcallers, is an immediate threat as it buffs other minions and prevents you from winning the game unless you get rid of him. Cenarius? Hello taunts. Al'Akir? Well, he's kinda underpowered, but compared to Rogue Legendaries, I'd still consider him the better card. What about the other cards? Burgle? Yes, it can provide some spectacular results, but more often than not you get something that you won't really need. Thoughtsteal is obviously the better card by comparison, as it gives you two good cards that your opponent himself put into his deck and not some random class cards. Poisoned Blade? I'm... not even going to talk about it. That card doesn't exist. Shado Pan? Yes, for arenas it's a very good card, but for constructed... not so much. Undercity Valiant? SI is still better. Cutpurse? Actually, this card could be pretty sweet if it came with stealth. Sadly, it does not. Therefore, it's terrible. Beneath the Grounds? 3 mana for the potential to do something on your opponents turn? Again, another extremely inconsistent card. I could go on and on, but this post is turning out to be more of a TGT review than a deck review, so I'll leave it at that.
In short, I'm sad that Rogues aren't competitive in the current meta and hope that Blizzard does something about it. A few buffs and changes here and there would make a big difference.
druids dont have efficient answers for early game pressure. thats a plus point and you can always bypass taunts with sap, blade flurry, evscerates etc
This deck is great! So far 2-0 against Token Druid and Zoolock. I don't have Flamewaker so I can't really play Tempo Mage, so this is an extremely satisfying replacement! I also don't have Bloodmage Thalnos therefore making me not able to play Oil Rogue. Well played.
how about 2 shadow dealer instead of one backsteb and southsea pirate??
It may be good against legend ranked, but below rank 5, at least on EU, this doesn't event hit the 50% win ratio, too many decks work their way around this one. Here are some reasons why:
Sprint is useless without preparation.
Assassin's blade comes in way to late,
without a weapon the dread corsair is just a 3/3 for cost 4
ship's cannon is heavily dependant on pirates... you might not always get the effect when you need it.
But early season is great
This motivated me to do pirate deck after getting Cpt. Greenskin. Rock on!
Quickly climbed from Rank 19 to Rank 14 tonight with this deck, it is super funn.I think I beat almost every hunter... you just need to race them and hope for your one drops. I think this deck is really good and consistent so far but I do have some trouble against secret paladin and dragon priest
Gimmicky at best, can play for fun. Don't expect to win much against cancer paladin or control decks
-1 Bloodsail Raider -1 Ship's Cannon
+1Edwin VanCleef +1 Bloodmage Thalnos
This deck is more based on gaining tempo with Ship's Cannon, like with Flamewaker. Those oil cards are based more on combo because of the spell damage and drawing of cards.
i started playing this after i just got legend for fun (end of season) but currently 5-1 with it.
Fun deck! thx
Great deck and really fun to play! Unfortunately, as I have only one Preparation, I put a Cold Blood in there and I also have only one SI:7 Agent which I replaced by a One-eyed Cheat (quite fun to buff up and go stealth every turn...)
The only thing I have not yet understood how to handle is how not to run out of steam... if I get a good Mulligan with good curve early in the game, I find myself out of cards hoping for a prepa+sprint (but you know how, usually, when you're hopping for a top deck sprint, it doesn't come out...).
At times, I won on turn 4 with very aggressives combo, at other times, I was already out of cards on turn 4 and just going top deck doesn't cut it.
Fun but difficult to play and master!
Preparation is very essential in rouge decks such as this. I highly recommend you to craft that secondary Preparation and SI:7 Agent [/card]. Card draw is powered by the [card]Azure Drakes and the Preparation and Sprint combo.