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Wild Pirate Warrior

  • Last updated Dec 1, 2017 (Marin's Treasure)
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Wild

  • 21 Minions
  • 5 Spells
  • 4 Weapons
  • Deck Type: Ranked Deck
  • Deck Archetype: Pirate Warrior
  • Crafting Cost: 6700
  • Dust Needed: Loading Collection
  • Created: 11/18/2017 (Marin's Treasure)
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  • Battle Tag:

    N/A

  • Region:

    US

  • Total Deck Rating

    1

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Testing this deck in wild to see how it ranks. 

Basic plan is SMORC, and using weapon attacks if needed to clear any problems. Optimally Patches hits turn 1 or 2, but is worth delaying if you start with Ship's Cannon.

 

Cards to keep in the opening hand:

1) 1-Drop Pirates

2) Ship's Cannon

3) Sir Finley (the earlier you get a better Hero Power the better, and he's great early game)

4) Southsea Captain if you're going second (to coin out T2)

 

Druid: (in the works)

Hunter:

Mage:

Paladin:

Priest:

Depending on the variant:

Big Priest - Horrible match up. Spirit Lash, Shadow Word: Horror (actually every shadow word) gives us a hard start, and all they have to do is survive to get Barnes out. Once an Obsidian Statute or Lich King gets out, it's almost guaranteed to be resurrected again and again. It takes superb luck and aggression to win here.

Dragon Priest - Rarer these day, we can out-aggro these by ignoring their early game (aside from Wyrmrest Agent, isn't much of a threat). We want to close out fast, as their mid to late game cards of Drakonid Operative and Dragonfire Potion can wreck us. 

Rogue: 

 We have the advantage against most versions of Tempo Rouge on the ladder. While it hurts to lose a Frothing Berserker or Southsea Captain, pressure is the name of the game for us. We can push in the first 1-5 turns a lot harder than Rogues can, and by 6-8 we should be ready to clear up with Leeroy Jenkins or an Arcanite Reaper.

 

Shaman:

Evolve Shaman spends a lot of time setting up the board, and we want to bust through before turn 6 against a Doppelgangster [/card] + [card]Evolve. Anytime they have a decent board state (around 4 creatures) and 5 mana may also herald a Thrall, Deathseer as a value play. 

So long as you keep up early pressure (get Patches the Pirate out by turn 2, try to get a Ship's Cannon, Heroic Strike an annoying creature) you'll push out a win early.

Midrange Shaman is more problematic. With old classics like Totem Golem coming out early, it's hard to fight for early board presence. Plus AOE like Lightning Storm will wreck us hard, and a midgame Thing from Below can grind our offensive to a halt. Healing like Hot Spring Guardian and others gives us fits. Not a great matchup overall for us.

Warlock:

Zoolock is a lot like us, hitting face and fighting for early board control.

Handlock without Reno is usually an easy win, barring disastrous AOE destroying out board.

Renolock is a potential nightmare, all depending on how well we rush VS them healing.

Warrior:

 Replacements:

Leeroy Jenkins can be replaced with Reckless Rocketeer for those on a budget. 

Patches the Pirate is a unique tempo play for the early game, and has no direct replacement. Alongside Southsea Captain, these pirates go for 2400 dust. On a budget, your better off with Naga Corsair and another weapon.

Sir Finley Mrrgglton is also another unique card. He helps make our Hero power less useless in matchups (Armor Up is just the worst). Like Patches, there's no real replacement for him, so just grab another weapon or Pirate to replace him.

On the matter of Sir Finley, we prioritize the Hero Powers:

(1) Steady Shot - reliable face damage, it lets us keep up with Priest Healing or another Warrior's Armor

(2) Life Tap - We don't care about our health, and we need gas

(3) Fireblast - Damage you can direct at face or creatures is great

(4) Dagger Mastery - Has some weapon synergy with our cards, persists over 2 turns of usage

(5) Shapeshift - lets us get in some instant damage while getting armor

(6) Reinforce - slow, but at least there's a body on the board

(7) Totemic Call - too chaotic to be reliable

(8) Lesser Heal - Just slightly better than Armor Up in our deck, but does little to advance our plan.