This could actually be an incredible card. The fact that you can plop it down and then start firing it off with some free Pirate Taunts makes me very excited to dust off old Greenskin for a bit. And the fact it only hits random enemies is pretty great. Love it!
This is a great card for pirate players. Drop this on turn four with a pair of Bloodsail Corsairs for some fun that makes them useful for something. Play a Hobgoblin the turn prior to really make them good for something!
This also plays well with Paladins of Penzance if you're fortunate enough to have Truesilver Champion and a Dread Corsair or two in hand.
The cannon and the Salty Dog are a big boost towards making a pirate deck more than just a gimmick.
The cannon makes the Corsairs worth putting in your deck now. All you need is a pair of Captain's Parrots to fetch the pirates and a Hobgoblin to pump the Parrots and the Bloodsail Corsairs, and a Salty Dog or two to round things out at the top end.
The cannon makes the Corsairs worth putting in your deck now. All you need is a pair of Captain's Parrots to fetch the pirates and a Hobgoblin to pump the Parrots and the Bloodsail Corsairs, and a Salty Dog or two to round things out at the top end.
I guess the real issue is the early game you have to play while you collect the card combos you need to make them stick. I guess you stall with the armorsmith/acolyte opening, throw in frothings to tease and a couple taunts to survive until Turn 6 or 7 when you can start dropping Pirates safely? It'll be a really tight deck.
I normally play Paladin pirates so I can't speak well to Warrior. I had assumed that Death's Bite would make Warrior pirates a thing but so far that hasn't happened.
The downside is that you don't get a lot of mileage out of the pirates if their support system isn't online yet. Ideally, you want a Southsea Captain in play and some taunt to protect them until they can attack. Frequently, that means that an aggro deck takes out your pirates before they can do much. A Turn Two Ship's Cannon lets you affect the board by simply dropping the pirate on the board. Drop a 1 str Bloodsail Corsair down and hit the opponent for 2 str, taking out her Knife Juggler, and you're ahead of the game no matter what happens to the Corsair afterwards. It's a pirate-powered Demolisher.
In short - the value of the Cannon is that it protects your pirates while they get their act together. I would say that the point of the Ship's Cannon is that you don't have to wait for Turn Six to try and setup some optimal one-turn drop of all of your pirates. You want to drop your pirates early and hit as many opening turn minions as you can.
In this theoretical deck, I'd mulligan aggressively for a cannon and some 1-drop pirates, any 1-drop pirates. The more the better, then follow up with a weapon and the other pirates.
It's a tight deck, no question ,which is why it's always been a gimmick/fun deck. I'm hoping the cannon and the Hobgoblin can do something about that. It probably still won't win a lot but it might just become semi-competitive.
I've never played Paladin Pirate, but it's tough in Warrior because you need some other board presence before you can unleash Pirates successfully. The bad part about ship's cannon is that it's not a 1/3. It won't synergize with Hobgoblin, and 3 damage is easy to come by early on via spells if not minions. In Paladin's I'm sure dropping Pirates with Sword of Justice, would be killer!
whoaaa, card got msotly ignored when released and during most of gvg, tgt, LoE, Brm, Khrazan and WOtg Eras but all of the commentaries are postive about the card's power, it can take 2 years for a card to ebcome a meta-breaker
Ship's Cannon
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Another card to try to make my warrior pirate deck viable. It is already a blast to play. But so dependent on drawing the weapon. this is interesting.
Make it bigger, BIGGER!!!
This could actually be an incredible card. The fact that you can plop it down and then start firing it off with some free Pirate Taunts makes me very excited to dust off old Greenskin for a bit. And the fact it only hits random enemies is pretty great. Love it!
In a warrior deck you can deal 28 damage with this in one turn!
Have death's bite in play
2x Ship's Cannon
2x Southsea Deckhand (sack them into something to make room)
2x Bloodsail Corsair
2x Dread Corsair
1x Bloodsail Raider
Of course it'll never happen but it would be quite hilarious!
Lol, that scope on the cannon! :)
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Ok, so I guess I'll try a warrior/thief pirate deck :P.
OOOO any way to combine the pirate cards with Firebat's 'Ah'hA!' miracle rogue? hmmmmmmmm
One does not simply walk into Mordor,
unless they want to be the best they can be.
This is a great card for pirate players. Drop this on turn four with a pair of Bloodsail Corsairs for some fun that makes them useful for something. Play a Hobgoblin the turn prior to really make them good for something!
This also plays well with Paladins of Penzance if you're fortunate enough to have Truesilver Champion and a Dread Corsair or two in hand.
The cannon and the Salty Dog are a big boost towards making a pirate deck more than just a gimmick.
Hmm, now we just need something to lower the cost of all Pirates :D
Thing is that pirates are already cheap. Bloodsail Corsair and Southsea Deckhand cost 1, Bloodsail Raider costs 2, Southsea Captain costs 3. The Dread Corsair is functionally free if played with a 4-mana weapon. It's just that currently nobody bothers with the Bloodsail Corsair because its only redeeming feature is its two health that can survive a Mage ping. For weapon destruction, most players prefer an Acidic Swamp Ooze.
The cannon makes the Corsairs worth putting in your deck now. All you need is a pair of Captain's Parrots to fetch the pirates and a Hobgoblin to pump the Parrots and the Bloodsail Corsairs, and a Salty Dog or two to round things out at the top end.
I guess the real issue is the early game you have to play while you collect the card combos you need to make them stick. I guess you stall with the armorsmith/acolyte opening, throw in frothings to tease and a couple taunts to survive until Turn 6 or 7 when you can start dropping Pirates safely? It'll be a really tight deck.
I normally play Paladin pirates so I can't speak well to Warrior. I had assumed that Death's Bite would make Warrior pirates a thing but so far that hasn't happened.
For Paladin, it's all about Turn Four, or Turn Three + Coin. Dropping Truesilver Champion means free Dread Corsairs, +4 Bloodsail Raiders, and a followup with Captain Greenskin to pump up the Truesilver Champion.
The downside is that you don't get a lot of mileage out of the pirates if their support system isn't online yet. Ideally, you want a Southsea Captain in play and some taunt to protect them until they can attack. Frequently, that means that an aggro deck takes out your pirates before they can do much. A Turn Two Ship's Cannon lets you affect the board by simply dropping the pirate on the board. Drop a 1 str Bloodsail Corsair down and hit the opponent for 2 str, taking out her Knife Juggler, and you're ahead of the game no matter what happens to the Corsair afterwards. It's a pirate-powered Demolisher.
In short - the value of the Cannon is that it protects your pirates while they get their act together. I would say that the point of the Ship's Cannon is that you don't have to wait for Turn Six to try and setup some optimal one-turn drop of all of your pirates. You want to drop your pirates early and hit as many opening turn minions as you can.
In this theoretical deck, I'd mulligan aggressively for a cannon and some 1-drop pirates, any 1-drop pirates. The more the better, then follow up with a weapon and the other pirates.
As Paladin, I'd add Avenge, Redemption, and Noble Sacrifice. I'd consider Muster for Battle and I'd probably include Sword of Justice both for the buff and because Light's Justice just doesn't add enough oomph.
It's a tight deck, no question ,which is why it's always been a gimmick/fun deck. I'm hoping the cannon and the Hobgoblin can do something about that. It probably still won't win a lot but it might just become semi-competitive.
I've never played Paladin Pirate, but it's tough in Warrior because you need some other board presence before you can unleash Pirates successfully. The bad part about ship's cannon is that it's not a 1/3. It won't synergize with Hobgoblin, and 3 damage is easy to come by early on via spells if not minions. In Paladin's I'm sure dropping Pirates with Sword of Justice, would be killer!
yes. just. yes. i really want to see a viable pirate deck, and this might be just enough to make it work
That ain't no cannon on a ship...
that's cuz they didn't steal it yet...
This is statement is false.
This was actually the funniest comment I've read all day. :D
yup, I "borrowed" it from some dorks in blue robes :D
This is statement is false.
whoaaa, card got msotly ignored when released and during most of gvg, tgt, LoE, Brm, Khrazan and WOtg Eras but all of the commentaries are postive about the card's power, it can take 2 years for a card to ebcome a meta-breaker
Please do not necro 2-3 year old threads. Visit the Ship's Cannon card page instead.