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)
- Celticbattle
- Registered User
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- 9
- 15
- 31
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Battle Tag:
Celticmist#2291
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Region:
EU
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Total Deck Rating
22
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 Oil, Bloodsail 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 ;) !
Thanks both for the advice! I didn't have enough dust to craft new pirates but thanks to the season end's gifts, I now have around 200 dusts to spare so I might just craft some of these Shady Dealer! Southsea Captain being an epic, I can't craft it yet unfortunately.
Speaking about Captain - i would not recommend to craft it. It is very limited in usage card and requires specific conditions. I guess, in order to make it profitable, You need to have 2-3 pirates as a minimum. So i advise to keep in mind the Captain, but look for him in brawl-reward packs.
I'll craft those shady dealer but not the captain... I've had such a bad run with this deck yesterday, I am really pissed off! Horrible mulligans, no pirates until turn 4... almost makes me think there's too many spells in there! (Mulligan and got sprint + cold blood + eviscerate... yay!)
I think I'll replace a One-eyed Cheat and a Sprint for two Shady Dealer and see how it goes
Wassup! Quite funny and quite fast deck. You can win fast, of loose fast) 100% copy didn't helped me, so I've made some changes, so that i had 5-0 streak and finished the daily quest:
- 1 Sprint (as it was too slow)
- 1 Azure Drake
+ 2 Shady Dealer (becomes fat and threatens enemy)
Pirate decks are very fun to use and having 9 pirates is right in the range of pirates you should have. All my pirate decks never really worked until I only used 7-9 of them. As far as suggestions I never found one eyed cheat to be that good. His stealth mechanic is good but he was often sitting dead in my hand waiting for a second pirate to play with him. I had a similar situation with bloodsail raider as its best to play her with a weapon which makes her cost 4 instead of 2. You could say the same thing for the deckhand but I kept him as he still created turn 1 pressure. I think southsea captain would be a good replacement for one eye plus he would buff the other pirates.