I don't understand how Mr. Smite and Gorehowl are so common for the juggernaut to summon. I go from complete control of the game and usually will have lethal on the next turn and then I get OTK'd from a quest deck. All of this would be avoidable if they could make the juggernaut not summon Smite or if smite just gave other pirates charge and not himself. Or just HoF him at the next rotation. He goes against everything they've been trying to change with the game in regards to making charge a class ability and not a neutral option. Notice how rush warrior is gone yet there's an entire archetype of cards not being used in that class. He wouldn't be that amazing by himself but they added a pirates to every single class to make him a better option and he's usually the win condition in those warrior and rogue decks.
For Hunter and Warrior it would be just reasonable to slow down the progress. Its sooooooo logical. But since they havent dont it yet, since its obviously its pathetic and retarded, i think they also wint and also dont give a shit.
Even with 3/3/3 it would be still easy, especially for warriors with the adition of Defias Cannoneer. When you finish step 2 and have this on board and gives you so much tempo advantage its beyond stupid.
I think people who are saying "questline pirate warrior has no thinking process" have never played the deck itself. Especially in mirror matchs, it can be really intense. I have always liked aggro vs aggro matchups, fast games, and you have yo make crucial decisions. I have even seen people who mulligan the quest to push the tempo to win in mirrors.
my advice: before you make a judgement about a deck, if you can, try to play it yourself. see the other perspective.
disclaimer: I also think the deck is broken now btw, and should be nerfed.
Yogg knows I certainly am tired of it. But it has become predictable, which I can only imagine has hurt its win rate, at least a little bit.
I've been playing big beast hunter on ladder these days and it's kind of funny how just dumping stats and taunts all over the board seems to work against pirates. It also does fairly well against the new Edwin/Smite nonsense rogue deck that I keep seeing, too.
I mean, usually, anyway. It's still a card game, so you can't always count on draw and RNG. *shrug*
At this point, I don't actually see them nerfing pirate warrior. They're going to let it stagnate, and the next set probably won't have (many) pirates, so it'll just be the way it is and other decks will get stronger.
Wild is another story, since it already has everything it could ever need to be oppressive. The only way to take it down a notch there is to.... uh....
Indeed, people who only look at top 1K legend are not talking about the real meta. They are talking about the tiniest sliver of the Hearthstone player base. Balance decisions need to be made based on a much broader snapshot. You shouldn't expect 99.9% of the player base to suffer because the top 0.1% aren't seeing the same problems as everyone else.
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This thread has gotten a bit messy. Some people are talking about standard format, others are talking about wild and there are people responding about different formats that was being discussed.
Right now I don't have an opinion about Wild mode but anyone who thinks the deck needs a nerf in Standard needs to play some more and reconsider. IMHO even the nerf to the 1-drop was unnecessary in Standard mode.
IMHO even the nerf to the 1-drop was unnecessary in Standard mode.
It's silly to have 1-cost 2/2 minions with a desireable effect.
I'm not sure why you think this deck is not nerfable in standard. It's the top WR and top playrote deck in many tiers. It typically ends games before turn 10, and it has few counters. Traditionally, that all makes for a good nerf target.