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Maaattteeeyyy Pirate Rogue S18!

  • Last updated Sep 29, 2015 (TGT Launch)
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Wild

  • 14 Minions
  • 15 Spells
  • 1 Weapon
  • Deck Type: Ranked Deck
  • Deck Archetype: Unknown
  • Crafting Cost: 1600
  • Dust Needed: Loading Collection
  • Created: 9/29/2015 (TGT Launch)
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  • Battle Tag:

    Celticmist#2291

  • Region:

    EU

  • Total Deck Rating

    22

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Starting rogue with a pirate deck inspired from existing decks and capitalizing on rogue's weapons buff.

The goal of this deck is to go face as much as possible while making profitable trades in order to keep key minions alive such as the Ship's Cannon. It can be played really aggressively thanks to Southsea Deckhand (buff and chhhhaaaarrrrggggeeee!)

It is quite fun to play with pirates! This Ship's Cannon can make wonders if played well, especially considering that many pirates are low cost, thus enabling for lots of canon balls to burry the opponent under!

There are many very interesting synergies to be done with Deadly Poison, Tinker's Sharpsword OilBloodsail Raider and, of course, Blade Flurry!

The difficulty with this deck is that, actually, there are so many plays possible, it is tough to make the right one!

At the moment, I do not have a second SI:7 Agent so I have replaced it with a One-eyed Cheat. As bad as this card may seem due to the low 1 HP, it can be quite devastating against certain opponent such as Hunter or other who do not necessary play with small board removals. I did manage to buff it up, hit & go back into hiding for a turn or two, which either forces the opponent to use a big AoE removal for one minion or will simply kill it!

I also do not have a second Preparation, hence the Cold Blood. I'd rather have another card that would deal direct damage but it's still pretty nice!

A danger with this deck though is that it can get out of steam really quickly if you don't draw into your sprint or azure in a good time...

I'm open to advice for improvement or for your experience with pirate deck ;) !