Well, it's certainly a good card in the right meta. But pirate aggro decks could just suddenly end up dying if the flavor of the month hardcounters it. You can usually count on 2 points of free damage.
I personally think that the effect of thinning your deck by 1 card is massively overrated in this instance. If you're playing a face deck, almost every card you play is going for face anyway. If Patches wasn't in the deck, it'd be replaced by another card that goes face. It's not like you're required to collect a specific set of cards to play a combo and that Patches will help you get there faster. The effect of having 1 less card in your deck on your ability to curve out in the first 3-4 turns is almost negligible.
The gang up interaction IS interesting, however. And it also makes it slightly more likely for a turn 3 bloodsail cultist to proc its battlecry.
But thinning your deck is only an aditional bonus, the really strong in this card is a 1/1 charge free, don't cost you mana or resources, in aggro decks lacking draw engines is a big advantage.
The gang up interaction IS interesting, however. And it also makes it slightly more likely for a turn 3 bloodsail cultist to proc its battlecry.
Have you tried it? I tried it. Only on one iteration though, so I'm not writing it off just yet. Even so, consider this: A Patches the PirateGang Up deck probably wants to run 2 Southsea Captain right? Ok. Now bare in mind for a full combo (those are very attractive removal targets in this meta) you may even want to hold on to both of those until you can pull out 5 or 6 3/3 patches too right?
Now, the second we play any pirates, patches usually gets pulled (it's rare to have him in hand if we mulligan against that), meaning we can only play them with Gang Up in hand, as at that point in time we only have the one patches, no other viable gang up targets, and he is squishy as hell. The second we use Gang Up, future draws are severely gimped by patches. He's never really a good topdeck at any point of the game. After using gang up, you'll be seeing a lot of him.
So, we have a deck where we probably don't want to use 5 cards for anything but the win condition (patches, 2x southsea captain, 2x gang up, and after the first gang up... a whole bunch more patches). A win condition which is, by the way, at best just some 3/3s with charge. Usually a few 2/2s. Even as a troll deck, it's barely viable. I really want to make it work, but surviving, contesting board and cycling using 24 cards is just too difficult for rogue. Almost any of the combo pieces being used in isolation is a disaster, resulting in a bunch of useless 1/1 patches and an empty hand. I don't think the deck can ever be anything other than a more difficult, less viable and less reliable Anyfin Paladin, but let me tell you I pray someone proves me wrong!
you can play all this decks without patches (except maybe warrior), you probably seen tempostorm meta snapchat where every deck has few pirates and patches...
It isn't that you have to hold on to drawing both captains or gang ups. I don't think I've done so a single game. That's sort of my point, I guess: The way the deck actually ends up playing out is that usually you make your play sooner than is optimal, making the other combo pieces pretty dead from the get-go. You can't just not play the captains for an entire game if they're the only minion you have in hand.
My first thought was just to try it in a usual fast multiple pirate tempo-face style deck, and that worked out even worse. It is a very high tempo play as you say to have 9/9 worth of stats on t4, but is it worth the empty hand you usually have as a result? Perhaps I've been unlucky, but so far the answer is no.
Edit: If captain did +2/+2 or heck even +1/+2 this deck would be broken. +1/+1 doesn't seem to quite cut it, is all.
Edit 2: Don't forget that those 6/6 of stats in the form of patches on t3 become 3/3 as soon as they remove your captain, which being 3/3 dies to... everything.
Terrible card. Based on my own experience, you will draw him on your first 2 turns even after mulligan 90% of the time, so unless you play a pirate on turn one, he's a legendary Stonetusk Boar
He is the best card in the expansion maybe. Ran with southsea deckhands and small time buccaneers, the pirate package. Run in shaman, run in warrior, run in rogue. Not just pure pirate/face archetype but slower ones as well. Carried many players to legend. Great value regardless of how the meta changes, in weapon classes. He is a boring legendary to craft, but in terms of effectiveness is probably the best one of the expansion.
I would say he's worth crafting, since he comes for free with any pirate, he's quickly going to become one of your most played cards. Unless you don't play any pirates at all, in that case he's not worth it.
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With how Pirates are becoming used more in Warriors, Rogues, and even Shamans, I was wondering if I should craft Patches?
only if you like to play aggro decks otherwise no
I've seen him work in other decks that run Pirates as well.
Hes good for pirate and hybrid pirate decks. If you plan on playing those types of decks then go for it.
Do you want Pirate Cancer, cause crafting Patches is how you get Pirate Cancer!
for pirate deck? for sure.
Where shall I start...
I got him from last weeks tavern brawl free pack. Need to put him to use I guess.
So I crafted him, and I love him! My Pirate deck finally works, and it bloody murders Shamans.
"Ahoy! Flamewreathed Faceless ho! Steer clear and hoist the sails towards face!"
If you plan to play this awesome fast cancer deck then yes for sure ;) !!
Hi
you can play all this decks without patches (except maybe warrior), you probably seen tempostorm meta snapchat where every deck has few pirates and patches...
I've no clue what I'm doing...
It isn't that you have to hold on to drawing both captains or gang ups. I don't think I've done so a single game. That's sort of my point, I guess: The way the deck actually ends up playing out is that usually you make your play sooner than is optimal, making the other combo pieces pretty dead from the get-go. You can't just not play the captains for an entire game if they're the only minion you have in hand.
My first thought was just to try it in a usual fast multiple pirate tempo-face style deck, and that worked out even worse. It is a very high tempo play as you say to have 9/9 worth of stats on t4, but is it worth the empty hand you usually have as a result? Perhaps I've been unlucky, but so far the answer is no.
Edit: If captain did +2/+2 or heck even +1/+2 this deck would be broken. +1/+1 doesn't seem to quite cut it, is all.
Edit 2: Don't forget that those 6/6 of stats in the form of patches on t3 become 3/3 as soon as they remove your captain, which being 3/3 dies to... everything.
Hi
Terrible card. Based on my own experience, you will draw him on your first 2 turns even after mulligan 90% of the time, so unless you play a pirate on turn one, he's a legendary Stonetusk Boar
He is the best card in the expansion maybe. Ran with southsea deckhands and small time buccaneers, the pirate package. Run in shaman, run in warrior, run in rogue. Not just pure pirate/face archetype but slower ones as well. Carried many players to legend. Great value regardless of how the meta changes, in weapon classes. He is a boring legendary to craft, but in terms of effectiveness is probably the best one of the expansion.
I would say he's worth crafting, since he comes for free with any pirate, he's quickly going to become one of your most played cards. Unless you don't play any pirates at all, in that case he's not worth it.