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.
These are Bronze through gold win rates probably. At diamond through legend the same decks sit around 65% WR, which is good, but in line with lots of strong decks in the past
Standard and battlegrounds is even worse, at least we try to have fun unlike in those game modes where you play 10 games and you already know all the decks and strategies.
OP sadly this is the price we have to pay to play in the best game mode, but at least our souls are going to heaven!
I am playing from diamond 10 to 5 right now. Had 6 of the mofos in a row. After pirate warrior comes pirate rogue. this small indie company sucks - but not small!
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.
At least in wild, I feel that pirate rogue is on the weaker side of things. I could build a deck with almost any class that easily beats all meta aggro decks.
Warlock example, I never lose to pirates with this and it can go into the late game (@diamond 3):
The issue are the otk/exodia/priest decks that I will lose to if I do. So mine rogue and other 5 turn otks / highroll decks are what should be (but won't be) addressed. That's the nature of wild.
You can beat aggro, but then you match a mage that takes 10 turns in a row, or a druid with turn 4 twig into guff into orb. What can you do.
I feel like the mech decks (mage/paladin) are the most well matched all around. They have the potential to highroll a fast kill while still being very reliable in the way they draw.
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.
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https://hsreplay.net/decks/UAQiaWlXBxHFQ7oEe1GEcf/#gameType=RANKED_WILD
https://hsreplay.net/decks/a4axUYrKYeywiWEi5MAUFc/#gameType=RANKED_WILD
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.
These are Bronze through gold win rates probably. At diamond through legend the same decks sit around 65% WR, which is good, but in line with lots of strong decks in the past
Wild players..
Hello, my name Is Even Warlock...
Standard and battlegrounds is even worse, at least we try to have fun unlike in those game modes where you play 10 games and you already know all the decks and strategies.
OP sadly this is the price we have to pay to play in the best game mode, but at least our souls are going to heaven!
Why would it be worse? There are at least 6 Tier 1 decks right now, the meta is pretty balanced and diverse.
I've played Warlock a lot in the past, Evenlock is good but incredibly boring. Gnoll mountain giant battlemaster every game. Mostly in that order.
HSReplay stats are as useful as reading your astrological map.
again, the issue here is lack of interactivity with opponent weapons in the game.
"Woow..."
I am playing from diamond 10 to 5 right now. Had 6 of the mofos in a row. After pirate warrior comes pirate rogue. this small indie company sucks - but not small!
I went 39-1 with pirate rogue on a bronze to d5 run on the last day of last season with pirate rogue in wild, it is pretty unfair most of the time imo
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.
At least in wild, I feel that pirate rogue is on the weaker side of things. I could build a deck with almost any class that easily beats all meta aggro decks.
Warlock example, I never lose to pirates with this and it can go into the late game (@diamond 3):
The issue are the otk/exodia/priest decks that I will lose to if I do. So mine rogue and other 5 turn otks / highroll decks are what should be (but won't be) addressed. That's the nature of wild.
You can beat aggro, but then you match a mage that takes 10 turns in a row, or a druid with turn 4 twig into guff into orb. What can you do.
I feel like the mech decks (mage/paladin) are the most well matched all around. They have the potential to highroll a fast kill while still being very reliable in the way they draw.
My comments refer mostly to the wild format.
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.