I'm working on an aggro warrior to combat the otk meta I'm trying to make it better and wanted yalls input I know there are better and smarter people here than me thanks for any changes yall mention
### Quest # Class: Warrior # Format: Standard # Year of the Gryphon # # 2x (1) Bloodsail Deckhand # 1x (1) Raid the Docks # 2x (1) Shiver Their Timbers! # 2x (1) Whetstone Hatchet # 2x (2) Bloodsail Raider # 2x (2) Fogsail Freebooter # 2x (2) Harbor Scamp # 2x (2) Man-at-Arms # 2x (3) Cargo Guard # 1x (3) Coerce # 2x (3) Ratchet Privateer # 2x (3) Southsea Captain # 2x (3) Stormwind Freebooter # 2x (4) Circus Amalgam # 2x (4) Sword Eater # 1x (5) Taelan Fordring # 1x (9) Alexstrasza the Life-Binder # AAECAYwWBIrQA5j2A6iKBLCKBA213gP03wP+5wOS6AON7wOO7wOV9gOW9gOX9gPP+wOmigStoASvoAQA # # To use this deck, copy it to your clipboard and create a new deck in Hearthstone
You said agro and you decided to put cargo guard . Pirate warrior always had limited dmg output , Whatley>Taelan.
I tried something similar before the expansion rolled in like a truck and x2Hatchet is just bad . If you play a quest on 1 , hatchet will most likely be stuck in the hand till turn 4-7 and it's a terrible topdeck. Since you even have Southsea Captain(which i wonder how many stats have you gained through it gameplay-wise) and quest and a bunch of stuff that comeout when you write pirates in the collection manager search , you should run Imprisoned Gan'arg .
Some weird deck choices for your try to be a PIRATE will make you curve out worse than usual . While you play try thinking out what do you wanna change or play to counter the current meta and see which cards get stuck in your hand for too long or are just unplayable in the current state of the game.
P.S. The control pirate version seems better. Turn 1 quest into a single minion Turn2 isn't that slow , but other decks surely have a better early game than your version . Regardless of that , happy pirating.
Thanks for all yalls input I appreciate it and I know control warrior is better but with every deck on ladder an OTK deck it's hard for control to thrive
Honestly... I'd say the words "Aggro" and "Quest" don't quite work well together and probably won't ever do. Like, that was the exact issue with some of the previous quests, the big one that perfectly illustrates that being Unite the Murlocs. Passing turn 1 to play a spell that is essentially a "do nothing" and is either too hard to complete for a Deck that is actively trying to use all its resources to kill the enemy OR diverges you from that very strategy is simply not that good of a gameplan. If anything, pure pirate warrior without the quest might be better for what you're aiming for...
I've been playing a 'Not-control' Quest Warrior in the last 2 days with moderate success (around 50% WR), but also having a lot of fun. My list is quite different though:
The deck anyway only runs 1x a single one-drop, therefore playing the quest on t1 is not a big loss of tempo. I don't run the 3-mana 2/4 that gives you armor as they are low-tempo pirates. The deck has a lot of weapon synergies so the idea is to finish part 1 of the questline as fast as possible, draw and equip an Axe to get those synergies rolling (Nitroboost Poison, Cutting Class, Bloodsail Raider, Fogsail Freebooter, Steeldancer). I don't run more than two weapons though as (a) you often equip a weapon via the Sword Eater and (b) in more grindy matchups where you finish the quest and summon the Juggernaut you anyway equip a weapon each turn. The deck has more than enough draw to keep going for many turns, has a strong mid-late game vs slow decks thanks to the quest, has a strong early game vs mid-range decks, but can struggle versus very fast aggro or (fast) combo decks that run enough removal
Thanks man I'll give this deck a try unfortunately I haven't been able to climb ladder with anything but handbuff pally because the only other decks to play are solitaire and quest mage I really want aggro quest warrior to be a viable deck
I have to say as the 'good' decks (like Quest Rogue or Handbuff Paladin) are getting more refined, I am not so optimistic about Quest Warrior any more. But I haven't played it lately, this is just a feeling
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I'm working on an aggro warrior to combat the otk meta I'm trying to make it better and wanted yalls input I know there are better and smarter people here than me thanks for any changes yall mention
### Quest
# Class: Warrior
# Format: Standard
# Year of the Gryphon
#
# 2x (1) Bloodsail Deckhand
# 1x (1) Raid the Docks
# 2x (1) Shiver Their Timbers!
# 2x (1) Whetstone Hatchet
# 2x (2) Bloodsail Raider
# 2x (2) Fogsail Freebooter
# 2x (2) Harbor Scamp
# 2x (2) Man-at-Arms
# 2x (3) Cargo Guard
# 1x (3) Coerce
# 2x (3) Ratchet Privateer
# 2x (3) Southsea Captain
# 2x (3) Stormwind Freebooter
# 2x (4) Circus Amalgam
# 2x (4) Sword Eater
# 1x (5) Taelan Fordring
# 1x (9) Alexstrasza the Life-Binder
#
AAECAYwWBIrQA5j2A6iKBLCKBA213gP03wP+5wOS6AON7wOO7wOV9gOW9gOX9gPP+wOmigStoASvoAQA
#
# To use this deck, copy it to your clipboard and create a new deck in Hearthstone
Well, in wild i just put quest in pirate warrior and that new card that gives your hero +2 attck and its workin.
You said agro and you decided to put cargo guard . Pirate warrior always had limited dmg output , Whatley>Taelan.
I tried something similar before the expansion rolled in like a truck and x2Hatchet is just bad . If you play a quest on 1 , hatchet will most likely be stuck in the hand till turn 4-7 and it's a terrible topdeck. Since you even have Southsea Captain(which i wonder how many stats have you gained through it gameplay-wise) and quest and a bunch of stuff that comeout when you write pirates in the collection manager search , you should run Imprisoned Gan'arg .
Some weird deck choices for your try to be a PIRATE will make you curve out worse than usual . While you play try thinking out what do you wanna change or play to counter the current meta and see which cards get stuck in your hand for too long or are just unplayable in the current state of the game.
P.S. The control pirate version seems better. Turn 1 quest into a single minion Turn2 isn't that slow , but other decks surely have a better early game than your version . Regardless of that , happy pirating.
Thanks for all yalls input I appreciate it and I know control warrior is better but with every deck on ladder an OTK deck it's hard for control to thrive
Honestly... I'd say the words "Aggro" and "Quest" don't quite work well together and probably won't ever do. Like, that was the exact issue with some of the previous quests, the big one that perfectly illustrates that being Unite the Murlocs. Passing turn 1 to play a spell that is essentially a "do nothing" and is either too hard to complete for a Deck that is actively trying to use all its resources to kill the enemy OR diverges you from that very strategy is simply not that good of a gameplan. If anything, pure pirate warrior without the quest might be better for what you're aiming for...
I've been playing a 'Not-control' Quest Warrior in the last 2 days with moderate success (around 50% WR), but also having a lot of fun. My list is quite different though:
### Quest Aggro Warrior
# Class: Warrior
# Format: Standard
# Year of the Gryphon
#
# 1x (1) Bloodsail Deckhand
# 1x (1) Raid the Docks
# 2x (1) Shiver Their Timbers!
# 1x (1) Stage Dive
# 2x (2) Bloodsail Raider
# 2x (2) Fogsail Freebooter
# 2x (2) Harbor Scamp
# 2x (2) Nitroboost Poison
# 2x (3) Ratchet Privateer
# 1x (3) Rokara
# 2x (3) Southsea Captain
# 2x (3) Stormwind Freebooter
# 2x (4) Outrider's Axe
# 2x (4) Steeldancer
# 2x (4) Sword Eater
# 2x (5) Cutting Class
# 2x (5) Stonemaul Anchorman
The deck anyway only runs 1x a single one-drop, therefore playing the quest on t1 is not a big loss of tempo. I don't run the 3-mana 2/4 that gives you armor as they are low-tempo pirates.
The deck has a lot of weapon synergies so the idea is to finish part 1 of the questline as fast as possible, draw and equip an Axe to get those synergies rolling (Nitroboost Poison, Cutting Class, Bloodsail Raider, Fogsail Freebooter, Steeldancer). I don't run more than two weapons though as (a) you often equip a weapon via the Sword Eater and (b) in more grindy matchups where you finish the quest and summon the Juggernaut you anyway equip a weapon each turn.
The deck has more than enough draw to keep going for many turns, has a strong mid-late game vs slow decks thanks to the quest, has a strong early game vs mid-range decks, but can struggle versus very fast aggro or (fast) combo decks that run enough removal
Thanks man I'll give this deck a try unfortunately I haven't been able to climb ladder with anything but handbuff pally because the only other decks to play are solitaire and quest mage I really want aggro quest warrior to be a viable deck
I have to say as the 'good' decks (like Quest Rogue or Handbuff Paladin) are getting more refined, I am not so optimistic about Quest Warrior any more. But I haven't played it lately, this is just a feeling