I agree it's balanced, but imo the 0 mana effects takes into account that you are using a deck slot to have that card. I would compare it to Bloodthistle Toxin.
I don't think it is going to be a proclaimed DK. Gul Dan's eyes had a different look in the trailer, and if he started serving evil forces he would just continue to be the same Gul Dan.
In fact, It is really bad to always have to use hero power before dropping most pirate minions. Before WotG, Sharpsword Oil and cannon would allow to recover tempo while maintaning control of the board
Nowadays, there is no viable weapon, and no weapon buffs with high value (Squidface sucks hard). But because I have been playing pirate rogue since before LoE, I found an interesting alternative.
Try leaving pirate minions that interact with weapon damage out .
Bloodsail Raider, dread Corsair all have low value, because there are so many 3 damage removal.
Buccaneer (use it like a fiery bat), Swashburglar, deckhand, captain, shady dealer, kragg, even Bloodsail Corsair, alongside some interesting neutral minions like Dire wolf and Silithid swarmer can create a pretty consistent deck.
That must have been just for fun, it is not actually viable to put vanish in a pirate deck. Also, back then you could just play around Sharpsword Oil, Greenskin and Flurry.
It lacks a good early game. You cannot rely on backstabs and SI agents to guarantee a good start these days, for there are so many 3-health minions, for mage, warlock, druid, shaman...
I think that even the high tempo of playing a southsea captain and getting a 2/2 charge is not actually enough.
I have played a lot of pirate decks, even used to get to rank 3 with it before old gods. The pirate cost 1 minions are very important. Problem would be: you put Patches ingame before you would want to!
Maybe turn 2+coin or turn 3 swashburglar/deckhand and gangup on patches would be quite effective.
Then you can follow-up with shady dealer before dropping another pirate to trigger effect. Also, there is no good drop-4 for pirates that would trigger Patches
2
if the minion dies and returns to your hand, do deathrattles trigger or not?
0
I agree it's balanced, but imo the 0 mana effects takes into account that you are using a deck slot to have that card.
I would compare it to Bloodthistle Toxin.
0
Imho it is kind of frustrating to talk about skill in a game where RNG rules because "players think it makes the game fun".
I'm ok with RNG, but I think cards in hearthstone do not seem balanced manawise.
2
She was 1 point off of winning returning champion Pavel. How is that bad?
0
0
Mad Scientist
Deathrattle: Put a card from your deck into play.
0
The Taverns... I mean
The Caverns Below
Return minion to hand synergy.
0
I don't think it is going to be a proclaimed DK. Gul Dan's eyes had a different look in the trailer, and if he started serving evil forces he would just continue to be the same Gul Dan.
2
GOODBYE COMBO DECKS
0
ez swashburglar into poisonous patches
0
In fact, It is really bad to always have to use hero power before dropping most pirate minions. Before WotG, Sharpsword Oil and cannon would allow to recover tempo while maintaning control of the board
Nowadays, there is no viable weapon, and no weapon buffs with high value (Squidface sucks hard). But because I have been playing pirate rogue since before LoE, I found an interesting alternative.
Try leaving pirate minions that interact with weapon damage out .
Bloodsail Raider, dread Corsair all have low value, because there are so many 3 damage removal.
Buccaneer (use it like a fiery bat), Swashburglar, deckhand, captain, shady dealer, kragg, even Bloodsail Corsair, alongside some interesting neutral minions like Dire wolf and Silithid swarmer can create a pretty consistent deck.
0
That must have been just for fun, it is not actually viable to put vanish in a pirate deck. Also, back then you could just play around Sharpsword Oil, Greenskin and Flurry.
4
It lacks a good early game. You cannot rely on backstabs and SI agents to guarantee a good start these days, for there are so many 3-health minions, for mage, warlock, druid, shaman...
I think that even the high tempo of playing a southsea captain and getting a 2/2 charge is not actually enough.
I have played a lot of pirate decks, even used to get to rank 3 with it before old gods. The pirate cost 1 minions are very important. Problem would be: you put Patches ingame before you would want to!
Maybe turn 2+coin or turn 3 swashburglar/deckhand and gangup on patches would be quite effective.
Then you can follow-up with shady dealer before dropping another pirate to trigger effect. Also, there is no good drop-4 for pirates that would trigger Patches