So what are your thoughts for pirate rogue for the upcoming expansion? I'm speaking about either wild or standard here. Which cards should we include and how should the deck be played?
Should the deck be straight up face? Trade-based aggro? Midrange? Combo-reliant? Based on how we choose to play this, the card choices will be affected. Let's evaluate some new cards:
Patches the Pirate: Auto-include as the majority of the time it's a free 1/1 charge that doesn't even take up a card draw.
Small-Time Buccaneer: Amazing T1 play. One of the biggest issues with pirate rogue is the reliance on using your hero power to properly use pirates. Normally it's a pretty awful tempo play to hero power T2 but with this card, it becomes a viable option.
I feel like the hard decision will be whether to play in standard or wild. Here are some benefits or playing in wild that are making the choice difficult:
As much as I like Small-Time Buccaneer I feel that Southsea Captain is a better first pirate play because of the value you get with Patches. Not sure how the combinations of Patches + early game pirates will work out, will need to test.
As much as I like Small-Time Buccaneer I feel that Southsea Captain is a better first pirate play because of the value you get with Patches. Not sure how the combinations of Patches + early game pirates will work out, will need to test.
Is a +1/+1 buff to Patches really worth waiting on playing your pirates until T3?
As much as I like Small-Time Buccaneer I feel that Southsea Captain is a better first pirate play because of the value you get with Patches. Not sure how the combinations of Patches + early game pirates will work out, will need to test.
Is a +1/+1 buff to Patches really worth waiting on playing your pirates until T3?
I thought it was +2/+2 for some reason. Probably not in that case.
Do you even know why pirate rogue was (and will be) unplayable? Right, the card draw. You cant use Sprint by it self without Preparation, and u dont need prep alone in zoo-deck. Use goblins? Nah, its not a spell deck. Something like Loot Hoarder? Nope. Pirate rogue will be playing when we get back that 1 mana spell from alpha: draw a card, combo: draw 2 cards instead.
Do you even know why pirate rogue was (and will be) unplayable? Right, the card draw. You cant use Sprint by it self without Preparation, and u dont need prep alone in zoo-deck. Use goblins? Nah, its not a spell deck. Something like Loot Hoarder? Nope. Pirate rogue will be playing when we get back that 1 mana spell from alpha: draw a card, combo: draw 2 cards instead.
Pirate Warrior works without card draw. If Pirate Rogue takes an aggressive route you go all in on killing them quickly, or accept the loss and move on. Zoo is a board control deck more than anything, which I don't think Pirates are suited for.
Do you even know why pirate rogue was (and will be) unplayable? Right, the card draw. You cant use Sprint by it self without Preparation, and u dont need prep alone in zoo-deck. Use goblins? Nah, its not a spell deck. Something like Loot Hoarder? Nope. Pirate rogue will be playing when we get back that 1 mana spell from alpha: draw a card, combo: draw 2 cards instead.
First of all, what's wrong with Loot Hoarder? I'm not planning on using it but it doesn't seem like a bad addition. I agree that pirate rogue has a problem with card draw but perhaps curving it out with bigger cards will help make that less of an issue. One way I resolved that issue previously (before standard) was to throw two Jeeves in. They almost acted like a mini Divine Favor with a body since there were so many face cards you could throw in.
There is a rogue user by the name of reinan23 (he's also on Hearthpwn) who consistently does well with a pirate rogue build of his own making. I have no doubt he is excited for the new cards.
although it's a shitty card in general, it fits well with aggro since often you have more mana than cards in your hand, so the mana loss on later turns isn't that much, the 3 attack can proc luckydo, and you aren't running any weapons, only weapon buffs.
although it's a shitty card in general, it fits well with aggro since often you have more mana than cards in your hand, so the mana loss on later turns isn't that much, the 3 attack can proc luckydo, and you aren't running any weapons, only weapon buffs.
Yes, I've already tested Fork and find it pretty weak ... anyway you do not really need a weapon in this deck, in fact it's bad running cards like Assassin's Blade or Fork you'll be wasting a lot of tempo with these cards, the regular Dagger plus buffs should be enough to proc Luckydo. :)
The Prep Sprint Combo I feel is too slow to acquire the pieces in time. I've constantly tried to think of draw engines from using stuff like shiv or fan to even Nat Pagle. Anyone else consider Genzo, the Shark?
The Prep Sprint Combo I feel is too slow to acquire the pieces in time. I've constantly tried to think of draw engines from using stuff like shiv or fan to even Nat Pagle. Anyone else consider Genzo, the Shark?
Stealthed Genzo could work. Almost guarantee to draw the cards. Even if you don't stealth it, it's the same cost as a Tomb Pillager and those don't always get instantly removed. The only issue is that you can only run one copy =(
I'm wondering if we'll be seeing some form of miracle rogue with Patches. You could do Southsea Captain (with free Patches summon or play him from hand) --> Gang Up Patches --> Another Southsea Captain --> Skycap'n Kragg for 9/10 mana and 18 damage. Adding Shadowsteps in is free and adds another 6 damage from Kragg each time you do it. If you had a prep or coin along the way, you could play some Cold Bloods as well. It's not entirely unreasonable to imagine you could get this regularly as it's 6 cards with no previous preparation for 30 damage.
So what are your thoughts for pirate rogue for the upcoming expansion? I'm speaking about either wild or standard here. Which cards should we include and how should the deck be played?
Should the deck be straight up face? Trade-based aggro? Midrange? Combo-reliant? Based on how we choose to play this, the card choices will be affected. Let's evaluate some new cards:
Patches the Pirate: Auto-include as the majority of the time it's a free 1/1 charge that doesn't even take up a card draw.
Small-Time Buccaneer: Amazing T1 play. One of the biggest issues with pirate rogue is the reliance on using your hero power to properly use pirates. Normally it's a pretty awful tempo play to hero power T2 but with this card, it becomes a viable option.
Luckydo Buccaneer: FINALLY a huge pirate for pirate rogue. Pretty easy to get 3 damage on your weapon with Deadly Poison, Southsea Squidface and Assassin's Blade.
I feel like the hard decision will be whether to play in standard or wild. Here are some benefits or playing in wild that are making the choice difficult:
One-eyed Cheat gets instant stealth if its the first pirate played. Ship's Cannon gives some amazing damage combos. Captain Greenskin and Tinker's Sharpsword Oil provide extra weapon buffs.
What do you guys think about format and playstyle? Or even which cards should be used? Feel free to post decklists.
As much as I like Small-Time Buccaneer I feel that Southsea Captain is a better first pirate play because of the value you get with Patches. Not sure how the combinations of Patches + early game pirates will work out, will need to test.
Do you even know why pirate rogue was (and will be) unplayable? Right, the card draw. You cant use Sprint by it self without Preparation, and u dont need prep alone in zoo-deck. Use goblins? Nah, its not a spell deck. Something like Loot Hoarder? Nope. Pirate rogue will be playing when we get back that 1 mana spell from alpha: draw a card, combo: draw 2 cards instead.
Pirate Warrior works becouse of weapons, good burst from hand and strong charge minions. Rogue has it?
aggro decks don't need card draw, the point of aggro decks is to have reliable top decks, and to play your opening hand as fast as possible to go face
There is a rogue user by the name of reinan23 (he's also on Hearthpwn) who consistently does well with a pirate rogue build of his own making. I have no doubt he is excited for the new cards.
http://www.hearthpwn.com/decks/543350-wog-pirate-rogue-updated
http://www.hearthpwn.com/decks/561553-s26-legend-pirate-rogue
The Prep Sprint Combo I feel is too slow to acquire the pieces in time. I've constantly tried to think of draw engines from using stuff like shiv or fan to even Nat Pagle. Anyone else consider Genzo, the Shark?
I'm wondering if we'll be seeing some form of miracle rogue with Patches. You could do Southsea Captain (with free Patches summon or play him from hand) --> Gang Up Patches --> Another Southsea Captain --> Skycap'n Kragg for 9/10 mana and 18 damage. Adding Shadowsteps in is free and adds another 6 damage from Kragg each time you do it. If you had a prep or coin along the way, you could play some Cold Bloods as well. It's not entirely unreasonable to imagine you could get this regularly as it's 6 cards with no previous preparation for 30 damage.