The decks are about quests, you start with a card less and if you spend resources with no relation with your quest you will complete later than your opponent and lose.
But if no one run the techs pirates eats all decks alive because they lose turn 1 and start the game with one card less, in other words, less aswers for the absurd early agression.
Quests are really slow. For aggro players, it will be a major feast when the new cards come out. Quests require you to sac your first turn and start down curve. I will put that stupid crab in my own pirate deck to munch patches after he smacks face.
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Free to try and find a game, dealing cards for sorrow, cards for pain.
Pirate decks will be strong for the first week or two because no one knows how to deck build properly, even the dumbass "pro" streamers. While everyone is confused, people will cheat pirate decks to legend. 3 weeks in, every deck will be running hard early game counters like tar and tolvir and pirates will start to auto lose more than 50% of their matches. It'll drop to low tier 2 and you will hardly see people running it anymore. My suggestion, build control decks that can handle aggro and quest decks.
This idea of "losing turn 1" really isn't that huge of a downside for most decks. I'd say at least 50% of my games begin with a pass on T1 unless I'm playing Pirate Rogue. Even then, I sometimes opt for holding my Swash in hand and skipping T1 so that I can use Patches to clear my opponent's minions. With all the new anti-aggro tools and very few aggro additions (only ones I can think of is the buff murloc, hunter minions and 8/8 for 5 that damages you when it takes damage) I can't really see pirates getting out of hand. Sure being down one card can be painful but the benefits you can get from the quests might outweigh the loss of one card.
This idea of "losing turn 1" really isn't that huge of a downside for most decks. I'd say at least 50% of my games begin with a pass on T1 unless I'm playing Pirate Rogue. Even then, I sometimes opt for holding my Swash in hand and skipping T1 so that I can use Patches to clear my opponent's minions. With all the new anti-aggro tools and very few aggro additions (only ones I can think of is the buff murloc, hunter minions and 8/8 for 5 that damages you when it takes damage) I can't really see pirates getting out of hand. Sure being down one card can be painful but the benefits you can get from the quests might outweigh the loss of one card.
If you complete the quest the loss of one card is fully compensated with a lot of advantages, if your opponent kill you before complete the loss of one card is critical, how many times pirates was able to kill you with all your resources in start of the game? How many games this starting hand with one card less can make the work more easy? With no techs the one card less really matters.
The new good taunts only helps warrior quest, the other decks will have a bad time to find slots to put them instead quest relation minions/spells.
Pirates are going to die a swift death. if you get matched up with a Warrior, you can simply mulligan your quest for better counters until Pirate warrior fades away. Even if you mulligan your quest against a control warrior, their win condition is late game. But if you play enough anti-aggro, you'll probably be able to keep your quest anyways. People will still run it to take advantage of people trying new stuff but they'll eventually run into players like me who have been waiting for this day to ruin their dreams.
We have good tech cards vs pirates but...
Who will run it?
The decks are about quests, you start with a card less and if you spend resources with no relation with your quest you will complete later than your opponent and lose.
But if no one run the techs pirates eats all decks alive because they lose turn 1 and start the game with one card less, in other words, less aswers for the absurd early agression.
Quests are really slow. For aggro players, it will be a major feast when the new cards come out. Quests require you to sac your first turn and start down curve. I will put that stupid crab in my own pirate deck to munch patches after he smacks face.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Pirate decks will be strong for the first week or two because no one knows how to deck build properly, even the dumbass "pro" streamers. While everyone is confused, people will cheat pirate decks to legend. 3 weeks in, every deck will be running hard early game counters like tar and tolvir and pirates will start to auto lose more than 50% of their matches. It'll drop to low tier 2 and you will hardly see people running it anymore. My suggestion, build control decks that can handle aggro and quest decks.
This idea of "losing turn 1" really isn't that huge of a downside for most decks. I'd say at least 50% of my games begin with a pass on T1 unless I'm playing Pirate Rogue. Even then, I sometimes opt for holding my Swash in hand and skipping T1 so that I can use Patches to clear my opponent's minions. With all the new anti-aggro tools and very few aggro additions (only ones I can think of is the buff murloc, hunter minions and 8/8 for 5 that damages you when it takes damage) I can't really see pirates getting out of hand. Sure being down one card can be painful but the benefits you can get from the quests might outweigh the loss of one card.
Pirates are going to die a swift death. if you get matched up with a Warrior, you can simply mulligan your quest for better counters until Pirate warrior fades away. Even if you mulligan your quest against a control warrior, their win condition is late game. But if you play enough anti-aggro, you'll probably be able to keep your quest anyways. People will still run it to take advantage of people trying new stuff but they'll eventually run into players like me who have been waiting for this day to ruin their dreams.