So stb is finally being nerfed, but patches is still strong, and maybe still worth putting into miracle rogue. The problem is: not enough pirates. But then I had an arena run with 2 Buccaneer and the card really shined. So i was thinking: is it good enough for constructed? It basiclly plays the same as stb: t1 buccaneer into t2 hero power. Both cards give a lot of early game tempo. So did anyone played the card after msg?
Aggro Rogue plays two copies of both most of the time. It's a good card but it dies too easily and baits out ping (or coin ping) right away, which I guess is fine.
If it was 1/2 I think it would be good, but a 2/1 will probably die before you get to hero power. In arena it's a good T1 because it's unlikely they have a ping.
It work well in wild where ship's cannon shines with cheap pirates (that are useful). I'm fairly surprised that I don't see more Shady Dealer as it's potentially 5/4 for 3 mana... and fairly easy to get to 5/4 in most pirate oriented decks.
I play it in my wild rogue pirate deck... mostly pirates with a few nukes for pushing lethal.
I've gotten to rank 10 with a Pirate Rogue that uses Buccaneer. I find it to be decent even after the early turns, as you can just play it before hero power for a quick boost. If it does survive turn 1, the little boost to your dagger (along with Backstab or Deadly Poison) can help you kill stuff your opponent wasn't expecting you to, especially Priest and those darn taunts.
It work well in wild where ship's cannon shines with cheap pirates (that are useful). I'm fairly surprised that I don't see more Shady Dealer as it's potentially 5/4 for 3 mana... and fairly easy to get to 5/4 in most pirate oriented decks.
I play it in my wild rogue pirate deck... mostly pirates with a few nukes for pushing lethal.
Shady Dealer isn't played because it's not a pirate itself, so it doesn't activate other pirate cards. Not worth running over another pirate or even Tomb Pillager.
It work well in wild where ship's cannon shines with cheap pirates (that are useful). I'm fairly surprised that I don't see more Shady Dealer as it's potentially 5/4 for 3 mana... and fairly easy to get to 5/4 in most pirate oriented decks.
I play it in my wild rogue pirate deck... mostly pirates with a few nukes for pushing lethal.
it's because he's not a pirate himself it happens with Vermin Sensei and windwalker as well, they may support tribes but not being part of the tribe makes them less useful
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
So stb is finally being nerfed, but patches is still strong, and maybe still worth putting into miracle rogue. The problem is: not enough pirates. But then I had an arena run with 2 Buccaneer and the card really shined. So i was thinking: is it good enough for constructed? It basiclly plays the same as stb: t1 buccaneer into t2 hero power. Both cards give a lot of early game tempo. So did anyone played the card after msg?
Aggro Rogue plays two copies of both most of the time. It's a good card but it dies too easily and baits out ping (or coin ping) right away, which I guess is fine.
If it was 1/2 I think it would be good, but a 2/1 will probably die before you get to hero power. In arena it's a good T1 because it's unlikely they have a ping.
S39 Legend - Quest Rogue, S38 Legend - Murloc Paladin, S37 Legend - Miracle Rogue, S36 Top 200 Legend - Aggro Shaman, S35 - Finished Rank 51 Legend - Aggro Shaman, S34 Legend - Aggro Shaman
It work well in wild where ship's cannon shines with cheap pirates (that are useful). I'm fairly surprised that I don't see more Shady Dealer as it's potentially 5/4 for 3 mana... and fairly easy to get to 5/4 in most pirate oriented decks.
I play it in my wild rogue pirate deck... mostly pirates with a few nukes for pushing lethal.
I've gotten to rank 10 with a Pirate Rogue that uses Buccaneer. I find it to be decent even after the early turns, as you can just play it before hero power for a quick boost. If it does survive turn 1, the little boost to your dagger (along with Backstab or Deadly Poison) can help you kill stuff your opponent wasn't expecting you to, especially Priest and those darn taunts.
I would probably just run deckhand, which is already decent in miracle decks that run cold blood.