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[December 2016, Legend] Pirate Warrior

  • Last updated Jan 1, 2017 (Gadgetzan)
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Wild

  • 22 Minions
  • 4 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Pirate Warrior
  • Crafting Cost: 6100
  • Dust Needed: Loading Collection
  • Created: 5/23/2016 (Old Gods)
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  • Battle Tag:

    TomForAuir

  • Region:

    EU

  • Total Deck Rating

    985

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Quick guide to this deck

Card overview

  • N'Zoth's First Mate: Great card for pirate synergies, good with Upgrade!. Since the deck has so many weapons, you can often afford to hit face with the 1-3 weapon on turn 1. Great to combo with Bloodsail Cultist.
  • Upgrade!: Great card with all the weapons you run. Makes the Fiery War Axe kill a Totem Golem or allows you to create a 6-3 Arcanite Reaper. Most of the time it is incorrect to play this just for the 1-3 weapon, but this is very situational.
  • Fiery War Axe: Usually you should use this card to kill the opponents minions and protect your own minions. Great to combo with Upgrade!, Bloodsail Cultist, Bloodsail Raider or a cheap Dread Corsair.
  • Heroic Strike: Usually to finish your opponent with a gigantic weapon swing. Sometimes useful to kill something like a Totem Golem when you are still fighting for the board.
  • Frothing Berserker: Another win condition, if uncontested. Your weapons and trading smaller minions allow you to grow this one fast even though the deck lacks whirlwind effects.
  • Ravaging Ghoul: I mainly run this card for the mirror match up and Shamans. The additional ping is very useful to finish minions with your weapons. It also has great synergy with Frothing Berserker.
  • Kor'kron Elite: Direct damage and a nice body. What could you want more?
  • Mortal Strike: Finisher. Usually, you don't have that much trouble to get lower than 12 HP, but consider to not use your hero power and/or swinging your weapon into a minion to get to 12 HP.
  • Arcanite Reaper: Another win condition as it often times represents 18 damage to the face over 3 turns with a single upgrade. Against certain decks, you are forced to trade with the weapon though (e.g. into Thing from Below).
  • Sir Finley Mrrgglton: Armor Up! has really bad synergy with the deck, as you want to get below 12 HP and to finish your opponent as quick as possible. Best hero powers for you are: Life Tap, Steady Shot, Fireblast and Shapeshift. If you don't have weapons left, consider picking Dagger Mastery
  • Southsea Deckhand: Nice charger with Pirate synergy. I often save this in my hand for turn 4 when I have a weapon equipped and a Bloodsail Cultist to upgrade it.
  • Small-Time Buccaneer: Very strong early game card with Pirate synergy. Hold your last weapon charge, if you have this on board and no other weapon in hand.
  • Patches the Pirate: Adds extra damage and allows you to finish priority minions. Don't forget to attack!
  • Bloodsail Raider: Pirate, that easily gets good value with your weapons. Often times a 5-3 or 3-3 for 2 mana. If this is an uncontested 5-3 on the board, you often times have won the game already.
  • Dread Corsair: Nice to combo with weapons and Bloodsail Cultist. Can also protect your Frothing Berserker or big Bloodsail Raider. Always remember this discount including an upgraded weapon!
  • Leeroy Jenkins: Probably the best finisher card in the game.

Mulligan

Generally, you hard mulligan for Small-Time Buccaneer, N'Zoth's First Mate, and Fiery War Axe. I only keep pirates when I have a weapon already. If you have an Axe you should look at combos and at your curve. If your opponents is likely to have 4 health minions such as Totem Golem, Frothing Berserker or Imp Gang Boss, keeping an Upgrade! with the Axe is pure gold.

Stats and proof

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