Hey everybody! I've been theorycrafting and deckbuilding like a madman ever since the start of the card reveals and man oh man am I excited for this expansion. I feel like Blizzard is finally successfully pushing the widest variety of archtypes the game has ever seen. And the one I am most looking forward to is Kingsbane Pirate Rogue thanks to the unbelievably powerful tutor card: Raiding Party, and the less powerful but amazingly fun Rogue champion card: Captain Hooktusk. I've already had a decent number of views, likes and comments on my deck but I'm always eager to get more feedback, card replacement suggestions, and advice from other skilled and knowledgeable players. Looking forward to battling you all in the arena in under 24 hours ;)
hmm nice deck for pirates, the only card i feel is redundant is spirit of the shark, it benefits only 7 cards in your deck, captain hooktusk, cutthroats , toxicologists, captain greenskins and elven minstrel, imo thats too little. and kingsbane usually wins against control or combo decks, having greatest difficulty against aggro. a 4 mana do nothing but win a bit more later doesnt seem to be warranted. backstabs etc. could be more advised. also the kingsbane issue isnt the lack of dmg on the weapon but survivability to late game (ur deck max is now 10 damage on kingsbane w/o spirit, maybe more with valeera), which is sufficient as not much minions have above 10 health, the spirit is a rather gimmicky winmore card that does not really improve your strong matchups , but definitely weakens your weak ones.
the more I think about that the more youre right! I was on the fence about the spirit from the beginning, i'm going to cut the spirit and either a buccaneer or toxicologist for two dread corsairs which have a lot of synergy and provide tempo/defense against our weak match ups
Looks fun, but the problem is that Pirates are fast and Kingsbane is slow. I think you're trying too much here to be effective. Maybe Serrated Tooth (works great with Ticket Scalper) can be added, and more aggressive cards like Cold Blood and Sap over the weapon-buff package?
I think that that's exactly the reason behind the success of the deck. the otherwise non existent early game of previous Kingsbane deck iterations becomes snowballing pirates and very effective deck thinning. the pirates aren't meant to win the game by themselves (even though sometimes they can) they're just meant to stall the early game until captain hooktusk + cannon barrage and or mega Kingsbane can close out the game. also serrated tooth seems really bad and has anti synergy with the fact that you should always or almost always just have Kingsbane equipped for buffs
Running multiple strategies in a single deck makes it very inconsistent though (unless you're Druid xd). If you have don't have anything to play in the first 2 turns you automatically lose to Aggro because the decks lacks a comeback mechanism before turn 8 (no good removal/ stall/ taunts etc). And Control Decks can easily get their win-condition cards together before Kingsbane is even a threat. Nonetheless, whenever it does work, it looks fun at least ;)
phantom freebooters look like a good idea in kingsbane deck, being 4 mana for 4 6 stats at base, and since theres more consistency in drawing kingsbane, it has definitely improved. but do you think this helps against aggro more than perhaps say other pirates like dread corsairs, seeing that its at 4 mana and doesnt do anything immediately?
yeah I just feel like the list is already extremely tight and the freebooters don't synergize with hooktusk in my original list, or if you meant the latest one with less pirate synergy, it doesn't fight for the board much so a large minion doesn't accomplish much
its a board swinging tempo card in a deck that needs just enough tempo to reach its powerful late game, and also thins out the deck and allows for even more power drawing with ticket scalpers and or board clear with the stats southsea captains can provide when pulled which is a decent percentage of the time
I'll be making this deck but it's only viable in Wild where Hooktusk can bring out the squiddy guys. also 4 mana 5/4's are decent enough to pull out and help stabalize the board. For it to be standard viable the decklist will have to be tuned to have no dead cards, which will only be possible when the meta is clear.
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If you thought you knew what you think I know, then you'd know I knew you knew I know.
You're smushing two decks together that are doing different things. Raiding Party can be played in both, but I don't think it means they should be combined. Sort of like when people were smashing together secret hunter and cube hunter, and just ended up with a lot of pieces that mismatched too often.
Hooktusk stuff is a tempo deck. Kingsbane stuff is an anti-control deck.
As for a Kingsbane deck...
Needs 2x Prep. Needs 2x Vanish. Almost certainly still needs Sprint. Needs Saps
Hooktusk belongs in a different deck. Same with Southsea Captain, Ticket Scalper, and Sharkfin Fan. And Cannon Barrage. Might not need Minstrel anymore
Hey everybody! I've been theorycrafting and deckbuilding like a madman ever since the start of the card reveals and man oh man am I excited for this expansion. I feel like Blizzard is finally successfully pushing the widest variety of archtypes the game has ever seen. And the one I am most looking forward to is Kingsbane Pirate Rogue thanks to the unbelievably powerful tutor card: Raiding Party, and the less powerful but amazingly fun Rogue champion card: Captain Hooktusk. I've already had a decent number of views, likes and comments on my deck but I'm always eager to get more feedback, card replacement suggestions, and advice from other skilled and knowledgeable players. Looking forward to battling you all in the arena in under 24 hours ;)
hmm nice deck for pirates, the only card i feel is redundant is spirit of the shark, it benefits only 7 cards in your deck, captain hooktusk, cutthroats , toxicologists, captain greenskins and elven minstrel, imo thats too little. and kingsbane usually wins against control or combo decks, having greatest difficulty against aggro. a 4 mana do nothing but win a bit more later doesnt seem to be warranted. backstabs etc. could be more advised. also the kingsbane issue isnt the lack of dmg on the weapon but survivability to late game (ur deck max is now 10 damage on kingsbane w/o spirit, maybe more with valeera), which is sufficient as not much minions have above 10 health, the spirit is a rather gimmicky winmore card that does not really improve your strong matchups , but definitely weakens your weak ones.
tldr, cut spirit and enjoyyyyyy weeeeee
the more I think about that the more youre right! I was on the fence about the spirit from the beginning, i'm going to cut the spirit and either a buccaneer or toxicologist for two dread corsairs which have a lot of synergy and provide tempo/defense against our weak match ups
Looks fun, but the problem is that Pirates are fast and Kingsbane is slow. I think you're trying too much here to be effective. Maybe Serrated Tooth (works great with Ticket Scalper) can be added, and more aggressive cards like Cold Blood and Sap over the weapon-buff package?
The other way around, if you like Kingsbane and buffs, you could try out Bloodsail Raiders and Phantom Freebooters.
https://outof.cards
I think that that's exactly the reason behind the success of the deck. the otherwise non existent early game of previous Kingsbane deck iterations becomes snowballing pirates and very effective deck thinning. the pirates aren't meant to win the game by themselves (even though sometimes they can) they're just meant to stall the early game until captain hooktusk + cannon barrage and or mega Kingsbane can close out the game. also serrated tooth seems really bad and has anti synergy with the fact that you should always or almost always just have Kingsbane equipped for buffs
Running multiple strategies in a single deck makes it very inconsistent though (unless you're Druid xd). If you have don't have anything to play in the first 2 turns you automatically lose to Aggro because the decks lacks a comeback mechanism before turn 8 (no good removal/ stall/ taunts etc). And Control Decks can easily get their win-condition cards together before Kingsbane is even a threat. Nonetheless, whenever it does work, it looks fun at least ;)
https://outof.cards
aight well here's a purely kingsbane deck that still utilizes raiding party effectively which isn't hard because the card is disgustingly good
phantom freebooters look like a good idea in kingsbane deck, being 4 mana for 4 6 stats at base, and since theres more consistency in drawing kingsbane, it has definitely improved. but do you think this helps against aggro more than perhaps say other pirates like dread corsairs, seeing that its at 4 mana and doesnt do anything immediately?
yeah I just feel like the list is already extremely tight and the freebooters don't synergize with hooktusk in my original list, or if you meant the latest one with less pirate synergy, it doesn't fight for the board much so a large minion doesn't accomplish much
Looks cool! could potentially be my first day craft! >.<
I don't think captain hooktusk is a good addition. Pretty bad card in my opinion.
its a board swinging tempo card in a deck that needs just enough tempo to reach its powerful late game, and also thins out the deck and allows for even more power drawing with ticket scalpers and or board clear with the stats southsea captains can provide when pulled which is a decent percentage of the time
I'll be making this deck but it's only viable in Wild where Hooktusk can bring out the squiddy guys. also 4 mana 5/4's are decent enough to pull out and help stabalize the board. For it to be standard viable the decklist will have to be tuned to have no dead cards, which will only be possible when the meta is clear.
If you thought you knew what you think I know, then you'd know I knew you knew I know.
You're smushing two decks together that are doing different things. Raiding Party can be played in both, but I don't think it means they should be combined. Sort of like when people were smashing together secret hunter and cube hunter, and just ended up with a lot of pieces that mismatched too often.
Hooktusk stuff is a tempo deck.
Kingsbane stuff is an anti-control deck.
As for a Kingsbane deck...
Needs 2x Prep.
Needs 2x Vanish.
Almost certainly still needs Sprint.
Needs Saps
Hooktusk belongs in a different deck.
Same with Southsea Captain, Ticket Scalper, and Sharkfin Fan.
And Cannon Barrage.
Might not need Minstrel anymore