Captain's Parrot and Jeeves are to help in the card draw. With the amount of pirates, the Parrot has a good chance of drawing something, and Jeeves is there if you start to run out of steam. The Black Knight is there to get rid of that taunt on your way to victory. Blade Flurry will almost always deal 2 or more because of the weapon buffers. For that same reason, Bloodsail Raider and Dread Corsair will likely provide value to you. Ship's Cannon is a nice control weapon on the deck,it will either help on your quest to lethal by hitting the opponent or helping on board control. I'm still unsure about Reyna---I mean, Salty Dog. He can be considered as a finisher, but maybe there is a better replacement.
I'm all open to feedback. I just want to see if and how pirate rogue could become a thing once GvG hits.
I say nay to Salty Dog. Really iffy unless he's buffed. I can't wait to run Ship's Cannons alongside Knife Jugglers. I think the Cold Blood + Deckhand + Faceless combo is too fun to ignore here, so I'd toss in one Faceless. It also has additional utility simply copying enemy biggies.
I say nay to Salty Dog. Really iffy unless he's buffed. I can't wait to run Ship's Cannons alongside Knife Jugglers. I think the Cold Blood + Deckhand + Faceless combo is too fun to ignore here, so I'd toss in one Faceless. It also has additional utility simply copying enemy biggies.
I made the change you mentioned. Removed one salty dog for one faceless.
It looks good but I'm trying to picture how it would play out... What do you think would be an ideal start? What turn would you equip a weapon?
That's a pretty good question.
Ideal starts seem to be:
If I had coin and Goblin auto-barber on my hand, I think I would coin dagger to get the barber's buff. Then turn 3 Bloodsail raider or Dread corsair.
Also turn 1 coin dagger, turn 2 deadly poison + Dread Corsair sounds as another pretty good opening.
Ship's cannon is the Knife Juggler of the deck, so getting him should be always nice.
One-eyed cheat + any other pirate is also pretty good.
Obviously, the deck needs some playtesting once GvG hits, so anyone that also ends up making a rogue pirate that could lend a hand, it would be greatly appreciated. :)
I'm also really interested in how pirate rogue will turn out. Thinking hard about crafting a greenskin...
Also interesting thinking about 2x knife juggler + 2x ships cannon knives and cannons EVERYWHERE. I'm definitely going to test this one.... all the 1-3 drop pirates and mass mayhem!
Got 2 ships cannons in my first free pack and took it as a sign. Unfortunately disenchanted the legendary pirate a while back but the basic setup was : all basic pirates except the 7-4 guy. Auto barbers,parrots, eviscerates, hobgoblins and etc..
Have won 4/4 games thus far with the cannons being the true stars of the show. Absurd value! Opponents have been rushy mage, control hunter, control warrior, and zoolock. Usually once I run out of steam the game is won but Jeeves is an EXCELLENT idea. Turned a corsair into a 4-5 with hobgoblin + the +1/+1 pirate which was very nice during one game. Another game did turn 6 2 cannon 2 corsair play, wiped his board and then won shortly thereafter.
I am trying to see how a pirate rogue deck would be on GvG. This is what I could make so far:
Captain's Parrot and Jeeves are to help in the card draw. With the amount of pirates, the Parrot has a good chance of drawing something, and Jeeves is there if you start to run out of steam. The Black Knight is there to get rid of that taunt on your way to victory. Blade Flurry will almost always deal 2 or more because of the weapon buffers. For that same reason, Bloodsail Raider and Dread Corsair will likely provide value to you. Ship's Cannon is a nice control weapon on the deck,it will either help on your quest to lethal by hitting the opponent or helping on board control. I'm still unsure about Reyna---I mean, Salty Dog. He can be considered as a finisher, but maybe there is a better replacement.
I'm all open to feedback. I just want to see if and how pirate rogue could become a thing once GvG hits.
It looks good but I'm trying to picture how it would play out... What do you think would be an ideal start? What turn would you equip a weapon?
Rogue/Mage on NA
I say nay to Salty Dog. Really iffy unless he's buffed. I can't wait to run Ship's Cannons alongside Knife Jugglers. I think the Cold Blood + Deckhand + Faceless combo is too fun to ignore here, so I'd toss in one Faceless. It also has additional utility simply copying enemy biggies.
Wielder of Botsbane, The Slayer of That Which Has No Life.
no prep -> vanish ? if im making the pirate deck i want those cannon unloading as much as possible :)
I made the change you mentioned. Removed one salty dog for one faceless.
That's a pretty good question.
Ideal starts seem to be:
If I had coin and Goblin auto-barber on my hand, I think I would coin dagger to get the barber's buff. Then turn 3 Bloodsail raider or Dread corsair.
Also turn 1 coin dagger, turn 2 deadly poison + Dread Corsair sounds as another pretty good opening.
Ship's cannon is the Knife Juggler of the deck, so getting him should be always nice.
One-eyed cheat + any other pirate is also pretty good.
Obviously, the deck needs some playtesting once GvG hits, so anyone that also ends up making a rogue pirate that could lend a hand, it would be greatly appreciated. :)
I think they should change Edwin Van Cleef to be a Pirate. And also add Vanessa in the next expansion. Then you'd have a proper pirate deck!
Ibn Fahd.
Sounds good! I didn't even consider coin and dagger on turn 1.
It will definitely be fun with the cannon! Getting an early cannon on board will be a blast. ;)
Rogue/Mage on NA
I'm also really interested in how pirate rogue will turn out. Thinking hard about crafting a greenskin...
Also interesting thinking about 2x knife juggler + 2x ships cannon knives and cannons EVERYWHERE. I'm definitely going to test this one.... all the 1-3 drop pirates and mass mayhem!
Got 2 ships cannons in my first free pack and took it as a sign. Unfortunately disenchanted the legendary pirate a while back but the basic setup was : all basic pirates except the 7-4 guy. Auto barbers,parrots, eviscerates, hobgoblins and etc..
Have won 4/4 games thus far with the cannons being the true stars of the show. Absurd value! Opponents have been rushy mage, control hunter, control warrior, and zoolock. Usually once I run out of steam the game is won but Jeeves is an EXCELLENT idea. Turned a corsair into a 4-5 with hobgoblin + the +1/+1 pirate which was very nice during one game. Another game did turn 6 2 cannon 2 corsair play, wiped his board and then won shortly thereafter.
Did you play the deck more midrange or rush? I tried to make a pirate rush deck with both cannons and jugglos, and... it didn't work pretty much. =/
http://www.hearthpwn.com/decks/136169-great-pirate-rogue-gvg-updated
Here is my Pirate Rogue Deck.