[LEGEND 39] - Pirate Tempo
- Last updated Jun 8, 2016 (Old Gods)
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Wild
- 18 Minions
- 8 Spells
- 4 Weapons
- Deck Type: Ranked Deck
- Deck Archetype: Unknown
- Crafting Cost: 2980
- Dust Needed: Loading Collection
- Created: 5/18/2016 (Old Gods)
- jamheald
- Registered User
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- 6
- 25
- 35
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Battle Tag:
jamheald
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Region:
EU
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Total Deck Rating
234
Update: Added Sir Finley Mrrgglton stuff. Made a card change. Added some general mulligan strats.
Update: We have three confirmed Legends, with this deck, in the comments. If you make it too let me know.
Update: Added a Xixo related ladder story.
Update: Done climbing for today at 39: http://s32.postimg.org/ds9rpa32d/Hearthstone_Screenshot_05_18_16_16_42_00.png
This deck aims to be on the aggressive side for a tempo deck and on the midrange side for a pirate deck. The idea is to use your weapons with your spells to clear the board then take advantage of the board control you have with your charge minions and your high attack threats like Frothing Berserker and Bloodsail Raider. Cards like Blood To Ichor and Slam have synergy with your weapons, giving them extra reach for board control. After turn 5 or 6 you'll hopefully have gotten in a decent amount of damage and controlled the board, at this point you go all face before the opponent finds their answers.
Please keep in mind the deck can have a high learning curve, so don't be too quick to judge. It can be difficult to know how to juggle your weapons and this is something that will only come through experience. Furthermore it's often difficult to know when you should board control and when you should go face. If you've played Midrange Hunter before, try and make the decisions like you're playing that deck.
General Mulligan Tips:
Keep: N'Zoth's First Mate, Fiery War Axe, Sir Finley Mrrgglton, Southsea Deckhand (versus non-ping classes), Bloodsail Raider, Loot Hoarder
With appropriate other cards (generally ones in the list above) keep: Blood To Ichor, Upgrade!, Bloodsail Cultist, Dread Corsair
And obviously if your curve looks amazing, keep it all.
I've had a few questions about replacements for Captain Greenskin (which is very understandable, I'm not even sure why I have the card). I think the best replacement is Leeroy Jenkins but if you don't have that my general advice would be to just put in a 'good' card. Here's some suggestions with a kind of ranking:
1. Fierce Monkey
2. Bash
3. Azure Drake
4. Obsidian Destroyer
Worth noting that if you go with Fierce Monkey this deck only costs 1320 dust!
Sir Finley Mrrgglton stuff:
If you don't have the card you can replace it with Flame Juggler.
For Hero Powers obviously the top three are Hunter, Mage, Warlock. Hunter wins if your hand is amazing, Mage wins if it's decent, Warlock wins if it's average or worse, to try and generalise it. Choices between the others are dependent on the situation and normally fairly easy to see which benefits you most.
Storytime:
I actually ended up playing Xixo with this deck. He was playing Druid and opened up with The Coin, Innervate, Innervate, Fandral Staghelm, Power of the Wild. I Fiery War Axed down the Panther, he played Druid of the Saber and kept it stealthed. I played Upgrade!, Dread Corsair, Dread Corsair, Loot Hoarder and we both ended up with one card left in hand on turn 3. Just wanted to share that insane opening from both decks. Most importantly, I won. :P
If you've enjoyed the deck please give it an upvote.
That's really good man, probably better than my achievement with it given I did that much earlier in the season, great job. Yeah the deck does well on average because more than 50% of hands win you almost every game but it certainly has some very unplayable hands where you don't stand a chance.
I kind of worked it out. :P
Jam, I do believe I have found the ideal replacement for that 2nd card. I still highly recommend swapping the first slam for Sky Capn'n Kragg. However, as a second replacement for the Arathi Weaponsmith I suggest Orgimmar Aspirant. He adds an entirely new level of meta to the deck. As you know weapons can grow very nicely with additional strikes. Which is why the Weaponsmith sometimes falls short as he sits in the hand like a cancer. The Aspirant is the ideal addition as it now allows a N'Zoth First Mate weapon of 1/3 to become a 4-7/X pretty fast.
I was barely holding board control and did not have a win showing when the following occured. Popped N'Zoth's First Mate and Bloodsail Cultist for a 2/4 weapon. Then put out a Southsea Deckhand and Captain Greenskin the next turn. They were starting to gain board control at this point despite clearing as much as I could safely. Then out came Orgimmar Aspirant and my weapon that started 2/4 was now 4/X. This gave me a free Dread Corsair and 2 turns laterwon with a 6 damage weapon that STARTED as the battlecry weapon from N'Zoth's First Mate.
I have also played him on the Fiery War Axe and it has done equally well with a 6+ weapon almost always at the end of a win. Being a 3 point minion also gives this a potential combo for turn 10+ for Arcanite Reaper turning to a 6/3 on it's summon.
Unrelated note. I am curious how you are prioritizing Sir Finley Mrrgglton on the new hero power selection. I often feel like I am choosing the wrong one for the scenario and curious how you are handling that card.
Damn still forgot something.
I am also playing with removing 1 Execute for a Ravaging Ghoul. My logic is that 1 execute is usable. a 2nd is often dead weight since the need for 2 really indicates you already lost from too many heavy taunts and the damage to the face or loss of a minion at that point leaves the momentum still in their favor as they grounded the deck pretty hard. Alternatively challenges with zoos and shamans improved when i introduced the Bloodhoof Brave. However, I did feel it fell short against other decks. My first instict is to try Ravaging Ghoul for a 1 health board clear against zoos and some paladins. Less so on Shamans but it does clear that 1 health damaged minion hiding being taunts. Overall still pretty new idea, but the more I play the more i hate the double execute draw. So much that I want a slightly different card. I could also see it replaced with a 2nd Orgimmar Aspirant or mayyyybe Mortal Strike. I have used Mortal Strike before and in the 5% of games it comes up when you want it to there is something very balanced to the feel of a 4-6 damage spell kill to the hero who almost got away with heavy taunt/control decks. Is that 5% of games worth it? I have to say that the 2nd execute benefits in about half that 5%. I did the math on Mortal, but I am guessing the math to be around 3% on the second execute. Thoughts?
Orgrimmar Aspirant only gives +1 attack, if I'm not mistaken. If it gave +1/+1 I'd certainly consider it, but it still feels bad ever pressing Armor Up.
As for Execute, there's two in the deck mainly so that you definitely draw one. It can hurt to get two but the key then is just to prioritise using one as soon as you see it'll gain you any tempo.
When it comes to other replacements there's some that I just don't like considering because they don't "suit" the deck. What I mean is, if you want to play Ravaging Ghoul you may as well play more synergy with it, then you may as well play Tempo Warrior. If you want to play Mortal Strike you may as well play Heroic Strike and then you're play Aggro Warrior. So while these cards work out in some situations, they are generally the situations that this deck aims not to be in (losing board early, lacking finishing damage) and they only help the deck in those situations. I don't know if this is just me being stubborn, though.
For Hero Powers obviously the top three are Hunter, Mage, Warlock. Hunter wins if your hand is amazing, Mage wins if it's decent, Warlock wins if it's average or worse, to try and generalise it. Choices between the others are dependent on the situation and normally fairly easy to see which benefits you most.
I agree that a Slam and the Arathi Weaponsmith should come out (Arathi Weaponsmith as a priority) my considerations for replacements are: King's Defender, Fierce Monkey, Flame Juggler, Azure Drake generally in that order. If you fancy trying any of those and seeing how it goes then let me know.
The beauty of this deck is that if you know the deck well enough you can play it as a aggro, or tempo, or even combo. I agree aggro si the most obvious, but also the one with the least wins against most match ups. If you can learn the best ways to play it per the scenario you will win more.
You're so right, because Tempo Warrior wins without attacking the face. I have nothing against Face Warrior, it's good, but if you've played that deck you'll see that this is not it.
Next time get your facts right, hell maybe even play the deck before you make such a stupid statement because if you actually played it you would see that it is in fact a tempo deck. /tryharder
how play vs shamans and zoolocks?
Board control until around turn 5 or 6. It's going to be either a snowball win for you, or a snowball loss.
After hitting a wall at rank 8 with both zoo and mid shaman, I switched to this deck and shot to 5 easily. Thanks for the post!!
Same here!
Amazing deck. I'm a new player who hadn't been able to reach even rank 10. I saw this deck and surprisingly opened a golden Captain Greenskin in the Tavern pack, so I crafted the cards I didn't have and gave it a try. Rank 5 in a few game hours, not a single lost game since rank 8, even without Sir Finley. I will try to reach Legend next season, thank you very much for the guide!
Glad you're enjoying it. Good luck.
What can I replace Finley with?
Flame Juggler, Bash or Sparring Partner if you're feeling fancy.
I used to think the same thing with execute and slam. I can tell you that I have removed 1 slam for what I feel is a more sustainable card and I would not be surprised if jam followed suit once he figured out what to replace it with.
However, when played correctly the executes actually do work. I would discourage reducing it to 1 execute as you want that 7-12% chance to get one early enough to break a taunt or threat.
As for your early card selection that I can agree with to an extent. I do not have an exact % of the number of non viable starting hands, but because there are multiple strategies to employ with this deck the cards are usually available once you haev the experience to select whcih route to go best.
What did you replace for a Slam or is it just that good you can't say?
rank7 to rank 5, win most of matches, need a bit of luck
loot hoarder is the worst card in this deck, can you try replace it with commanding shout?
I mean, of course you can try. It seems like a terrible idea to me, but give it a go.