I played this brawl a lot, I win most of my mirrors. Mercs 14, I've lost the deck twice but got it back promptly, the first time I lost to a taunt warrior. Second Time a Burn mage. I managed to beat someone with the Taunt warrior. By the looks of it it is all about if you can clear the Patches and keep control of the Salty Dogs and the board. In a few rare cases if you are lucky with your draws you can outlast the deck and they run out of steam. As for mirrors the best strategy is to be conservative with your resources and get the best efficiency and most value possible. This brawl where perfectly balanced does get stale.
Git gud my a*s, dude. So what if i have the same deck? I posted the picture as an example of what kind of bs can be pulled off, but you came and said it like I got completely wrecked on t.2 just because I suck. If you think you're better than me, then I'd like to see how you, who doesn't suck unlike me, whould win that game.
I was so happy to run into burn mage deck - played against it for a while to see it was decent deck and then just conceded with my "Mercenaries 280". Now I've won 2/2 games against pirate warrior and hopefully I can "share" this optional deck to as many player as possible. It works rather well against pirates and brings back some fun to this brawl.
Why Blizzard added 4 patches (against their own rules) to pirate deck, but other decks seem to be "legal"? Is there any other brawl decks created against the rules?
A bit late to this brawl, and the midsummer fire festival as I didn't really have time to be playing. Man I didn't know it was possibly to make a randomized brawl into a non-randomized one. Or that it would literally result in a Rock-Paper-Scissors fight between two Pirate Warriors.
I barely got to play anything that wasn't pirate warrior. Most of the time if I lost to a non-pirate deck, my next match would literally be me getting rocked by pirates and forced to play pirates again.
So you're on that level when you can control rng? I have no choice but accept defeat then. That's beyond my capabilities.
Basically the goal is to have in your opening hand, mulligan included: Ship's Cannon + 1-cost Pirate (N'Zoth's First Mate on a good opener or Patches the Pirate on a "mediocre" opener). Its actually very advantageous to go second as you get the coin and pull it off on your turn 2. Keeping a Warpath in your hand is good for basically stopping what your opponent is doing. A god opener would involve 2x Ship's Cannon and 1x N'Zoth's First Mate but drawing zero Patches the Pirate as that is basically 21 damage split amongst enemies which can result in the opponent conceding. Getting a Skycap'n Kraag early instead of a second Ship's Cannon is also a very potent play that can also result in opponent conceding. From there it just involves things like Salty Dog and beating your opponent's face in.