Maybe just questline warrior should be touched a little to calm it's presence
The Pirate Quest isn't very good, really.
Removing it from the deck and adding in some Dead Man's Hands, Coldlight Oracles and Armorsmiths might make it a better deck.
I would say the strength of Pirate Warrior is the actual pirates, most of which do extra things.
I run Risky Skippers in my Pirate Warrior and they really help remove an opponent's aggro board while developing my own. And that is a 1 mana minion. I have 2 Battle Rages in my deck so they can help me draw when needed, sometimes I am drawing 5 cards.
Pirate Q is some huge reach, though variable it'll probably average to a 4-5 attack weap and a 3/3ish body, along with 4 damage. 13 face damage? Go for it if the RNG falls that way. I think the Q is worth running if you're expecting a decent amount of control, but worse if you're expecting aggro/combo. Outvaluing a 4ish attack weap and sometimes high attack bodies (a few turns of 7/4s demands multiple boardwipes on top of those you've expended already).
Just.... don't run brann/bounce to get multiple Juggernaughts. It's cutesy, but not effective.
Pirate Q is some huge reach, though variable it'll probably average to a 4-5 attack weap and a 3/3ish body, along with 4 damage. 13 face damage? Go for it if the RNG falls that way. I think the Q is worth running if you're expecting a decent amount of control, but worse if you're expecting aggro/combo. Outvaluing a 4ish attack weap and sometimes high attack bodies (a few turns of 7/4s demands multiple boardwipes on top of those you've expended already).
Just.... don't run brann/bounce to get multiple Juggernaughts. It's cutesy, but not effective.
>> Wild is Fantastic So Far
>> thread about pirate warrior
dude take a medicine KEKW