I quit trying to figure out what cards help against Pirate Rogue because there is no real answer to that question.
I've been at legend for a while and there are far less Pirate Rogues because the deck is boring, but nonetheless I decided I'll just concede against Rogues because I when I queue up, I'm want queue into a interesting game.
There are 5 problems with Pirate Rogue:
1. Dredd Corsair is free with weapon. 2. Cutting Class - draw 2 - is almost free with weapon 3. The weapon is not only over-stat for 3 mana, but has 3 durability. And it also Dredges. And it buffs the attack of the minion it Dredges. 4. Mr. Smite -- possibly the most broken card currently. 5. The ridiculous 2/5 that draws a pirate for every attack. Why is it a 2/5? Why not 2/4?
It is stupid to have a 80% winrate deck in any format.
It will get nerfed, Eventually, Pirate Warrior at it's peak was not so busted, and any Rez Priest or Linecracker Druid could beat it.
Just hit the weapon, feels like the linchpin of the whole deck. Cut 1 attack from the buff it and the pirate gets when dredging. Having to pay more mana for Corsair, class and losing 3 damage over time and 1 damage from the dredged pirate will probably do it.
And then reassess after two weeks. The deck is at that point where they do need to keep an eye on it I'd guess. It's no big shaman, but it's oppressive enough.
There are a lot of options to counter such aggro decks in wild.. Mainly for warrior and priest of course, but other classes have options.
It's so much easier to tech against Wild aggro decks than it is to tech against Wild combo decks, I don't even understand why people complain against aggro, they are by far the most healthy decks in the format.