Kragg blows... hard. Greenskin would most certainly be a better card in this deck. I'd say its a good card if you play it for 4 mana, which, let's face it, is very unlikely to happen since you need at least 3 pirates on your board...
Captain Greenskin is too slow, but you play Kragg?
With luck it'll cost around 4 or 5 by turn 5 and it'll be like a Doomguard. Its a finisher like Leeroy Jenkins but one you can play before you actually kill them. Captain Greenskin is too slow because the durability isn't too relevant. Skycap'n Kragg may also be too slow though. It may just be better to run Leeroy Jenkins.
I'd stick a Cold Blood in there somewhere that's what its made for.
Agreed that Backstab likely to be cut in a pirate Rogue.
My main concern is running out of steam easily in these types of decks, especially if the meta slows.
The point is to kill them before you run out of steam. I tried fitting in a Cold Blood. It may be better to cut the other Backstab for it or a Dread Corsair. Maybe both.
Kragg blows... hard. Greenskin would most certainly be a better card in this deck. I'd say its a good card if you play it for 4 mana, which, let's face it, is very unlikely to happen since you need at least 3 pirates on your board...
Having 2 pirates by turn 5 makes it like a Doomguard with 1/1 less but without the down side. Like I said to @Tischhh, it may be better to just run Leeroy Jenkins but I want to at least give ole Kragg a shot.
However the 1 hp is realy a problem, most constructed decks have aoe which just destroys him. Swipe, whirlwind, arkane missiles...whith all that around there is no pint of playing him and no point to play pirates at all, because theyr almost all understatet and nothing on 4 mana slot.
The deck is interesting. It needs some card draw. I know the pirate theme is cool, but try to incorporate more things that make Rogues good too. Prep sprints might be good.
Pirate decks will never work until they make an actually working drawing mechanich.
Captain's Parrot is just a joke ... to win as a Pirate you need an absolute perfect opening.
Having a new legendary with Charge won't help.
If a deck is super aggressive it doesn't really need draw since you kill them before you run out of steam although i do have the 2 Azure Drakes to keep things running a bit longer in the end.
The deck is interesting. It needs some card draw. I know the pirate theme is cool, but try to incorporate more things that make Rogues good too. Prep sprints might be good.
Prep+Sprint is too slow for this deck. You can't afford to waste a turn drawing cards. This is a highly aggressive deck where you try to kill your opponent before you run out of steam. I do however have the Azure Drake x2 in the end to keep the engine running a bit longer.
Kolento build a pirate deck 2 days ago on his stream, and he did put in greenskin. I trust his deckbuilding over anyone's altough he might be wrong ofcourse.
Still very skeptical about pirate rogue. No, actually, about pirates in general. The ones we currently have are simply not good enough. They aren't aggressive enough to play a "rush" style as Murlocs for example, so you need them to stick to the board... but pirates aren't really sticky. Mech tribe works because the minions are sticky, among other things. Speaking of mechs, there's also no way to ramp pirates out ala Mechwarper. On top of that, none of the pirate works well by itself, another area in which Mechs excel. I'll admit that Ship's Cannon has a lot of potential, but it just deosn't have enough support.
tl;dr: Mechs are a better tribe and they don't work in Rogue, I just don't see how pirates would.
As for this list in particular, my 2cents: no way you can ever hope to win when playing from behind with this kind of deck. If you happen to get even *slightly* out-started by a deck like Zoolock, Mech/Tempo Mage or Hunter (probably even Shaman in TGT) and you don't draw a combo of Backstab/SI7/Poison to steal back some tempo you may as well concede at turn 3 or 4. And the fact that you run just 1x Backstab makes that even less likely.
You also don't run Flurry so no Poison+Flurry combo to hope for a desperate comeback (not that it would work that much in a meta dominated by deathrattles and 4-healt 3-drops).
Lastly, good luck finding yourself in a position to combo Oil to its full effect in this kind of deck. Not running Flurry makes Oil even less justifiable.
Pirates are cool. Im fine if this deck isn't actually good. I didn't make it thinking it would be the next Grim Patron.
Yeh it has a few elements of Oil Rogue in there... kind of like a heavier pirate deck or lighter oil deck. I might be tempted to remove Greenskin for another One-eyed Cheat.
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Shady Dealer and Buccaneer are actually a pretty good cards. Who knows, maybe pirates will be good!
Tell me what you think.
-No Captain Greenskin because its too slow.
-Loatheb saves you from AoEs around the time you need them.
-Only one Backstab because you can't Backstab face.
Remember to upvote the deck if you like it!
Captain Greenskin is too slow, but you play Kragg?
''With great power comes great electricity bill.''
''I am Malganis. I am a TURTLE!''
Best card: Malygos
Kragg blows... hard. Greenskin would most certainly be a better card in this deck. I'd say its a good card if you play it for 4 mana, which, let's face it, is very unlikely to happen since you need at least 3 pirates on your board...
"My life... for Aiùr."
With luck it'll cost around 4 or 5 by turn 5 and it'll be like a Doomguard. Its a finisher like Leeroy Jenkins but one you can play before you actually kill them. Captain Greenskin is too slow because the durability isn't too relevant. Skycap'n Kragg may also be too slow though. It may just be better to run Leeroy Jenkins.
The point is to kill them before you run out of steam. I tried fitting in a Cold Blood. It may be better to cut the other Backstab for it or a Dread Corsair. Maybe both.
Having 2 pirates by turn 5 makes it like a Doomguard with 1/1 less but without the down side. Like I said to @Tischhh, it may be better to just run Leeroy Jenkins but I want to at least give ole Kragg a shot.
However the 1 hp is realy a problem, most constructed decks have aoe which just destroys him. Swipe, whirlwind, arkane missiles...whith all that around there is no pint of playing him and no point to play pirates at all, because theyr almost all understatet and nothing on 4 mana slot.
Pirate decks will never work until they make an actually working drawing mechanich.
Captain's Parrot is just a joke ... to win as a Pirate you need an absolute perfect opening.
Having a new legendary with Charge won't help.
The deck is interesting. It needs some card draw. I know the pirate theme is cool, but try to incorporate more things that make Rogues good too. Prep sprints might be good.
If a deck is super aggressive it doesn't really need draw since you kill them before you run out of steam although i do have the 2 Azure Drakes to keep things running a bit longer in the end.
Prep+Sprint is too slow for this deck. You can't afford to waste a turn drawing cards. This is a highly aggressive deck where you try to kill your opponent before you run out of steam. I do however have the Azure Drake x2 in the end to keep the engine running a bit longer.
Kolento build a pirate deck 2 days ago on his stream, and he did put in greenskin. I trust his deckbuilding over anyone's altough he might be wrong ofcourse.
btw check out his old vids at twitch and see what list he made it might give you some fresh idea's
Pirates are cool. Im fine if this deck isn't actually good. I didn't make it thinking it would be the next Grim Patron.
My version of the deck...
It's definitely a lot heavier than this one.
Yeh it has a few elements of Oil Rogue in there... kind of like a heavier pirate deck or lighter oil deck. I might be tempted to remove Greenskin for another One-eyed Cheat.