Notably, this allows 6 mana spells to be cast on turn 4 or even early with mana reduction. Looking at you, big priest. Idk how good it will be in standard, but not looking forward to turn 3-4 neptulons in wild consistently.
Hey, can’t say I’ve been super successful, but I did win quite a bit more than that and still making some adjustments. I would say I was close to 50% win rate. Maybe this just isn’t the deck play style for you and that’s okay. I will say that it feels a bit greedy with some of the cards, but definitely not 0 wins in 3 hours greedy.
Will probably try adding a Necrium Blade for a potential 50 attack shark, but makes Sketchy Information less useful. Cavern Shinyfinder could probably help mitigate that
Hey, coming at you from my other account. Thanks for the reply. To answer, miracle rogue is extremely uncommon in wild in my experience. It’s maybe 1/100 matches in my experience. Even when I did face them, it’s not too difficult if I just draw a couple stall cards or taunts to get to a vanish or scabbs. If they highroll with a giant one on turn 3 or 4, then yeah it can be hard to stop, but still not impossible. In any case, haven’t run into enough to build around it. Maybe that will change in new meta, but I doubt it. Sap isn’t a bad card for mill though, so if early hit minions do happen to be a big issue, you could cut a murlocula and/or one of the murloc tastyfins.
Thanks for including one of my decks! As mentioned before, people shouldn’t expect custom decks to be refined and maybe some of these ideas don’t end up working out, but they are just there to give an idea for what could work. I know that I will need to adjust my lists once I play the first few days to see how the deck feels. It’s hard to know what to adjust just from speculation.
Buccaneer feels meh to me when not playing kingsbane rogue. He really only feels good to play on turn 1, which is a pretty bad reason to include him. Cannon Barrage is a definite possibility if the deck has trouble closing games, but it will sit dead in hand a lot of the time. Same reason for not including sunken wet. It’s dead till turn 6 at the earliest and it doesn’t really help close the game like direct damage does. I would much sooner include cannon barrage. Captain Hooktusk isn’t that good of a finisher considering a lot of the pirates are battle cries. South sea captain is probably the only card I’d say I overlooked, for now at least. I’ll figure out what to replace for them tomorrow.
Brann is more useful as a neutral and is pretty great in the deck, so I would use that first. I am testing versions without valeera at the moment anyway, so she may get cut. I listed possible inclusions, so you can replace valeera with one of those for now
Hey dude! Awesome video, appreciate the support and trying out my deck. That first matchup was awesome. Really satisfying to beat aggro. As for the second matchup against pirate warrior, it can definitely be rough if you get a bad start. Starting with swindle without coin is definitely too greedy and I probably would have kept the evasion. Getting golakka crawlers by turn 3 or 4 is one of the best ways to win, but your starting hand was definitely heavy. Armor vendor on 1, golakka on 2 is what you should be shooting for. I also think getting rid of your first coldlight without shuffle was not ideal, since it makes your draw much slower
It’s not the greatest in an aggro meta, no, but the meta has only been partially aggro for me since expansion release. I really don’t think I’ve been that lucky, as even I’ve won a lot of aggro match ups. It really comes down to experience and practice I think, which is why I provided a guide. If the guide needs to be more thorough I can work on that, but just saying you lose to aggro doesn’t really help.
10 loss streak??? If you lose that many in a row, you are for sure playing the deck wrong, it is not your draw’s fault. Yes, it is harder to climb in the high diamond/legend ranks, but it should still be at least 50-60%. And I beat pirate warrior before I even added golakka crawlers, so no, you do not have to draw them or draw perfectly, they just make it more consistent to win.
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Notably, this allows 6 mana spells to be cast on turn 4 or even early with mana reduction. Looking at you, big priest. Idk how good it will be in standard, but not looking forward to turn 3-4 neptulons in wild consistently.
2
Druid and evolve shaman.. evolving into this with a few extra mana… yuck
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Hey, can’t say I’ve been super successful, but I did win quite a bit more than that and still making some adjustments. I would say I was close to 50% win rate. Maybe this just isn’t the deck play style for you and that’s okay. I will say that it feels a bit greedy with some of the cards, but definitely not 0 wins in 3 hours greedy.
0
Will probably try adding a Necrium Blade for a potential 50 attack shark, but makes Sketchy Information less useful. Cavern Shinyfinder could probably help mitigate that
0
Hey, coming at you from my other account. Thanks for the reply. To answer, miracle rogue is extremely uncommon in wild in my experience. It’s maybe 1/100 matches in my experience. Even when I did face them, it’s not too difficult if I just draw a couple stall cards or taunts to get to a vanish or scabbs. If they highroll with a giant one on turn 3 or 4, then yeah it can be hard to stop, but still not impossible. In any case, haven’t run into enough to build around it. Maybe that will change in new meta, but I doubt it. Sap isn’t a bad card for mill though, so if early hit minions do happen to be a big issue, you could cut a murlocula and/or one of the murloc tastyfins.
2
Thanks for including one of my decks! As mentioned before, people shouldn’t expect custom decks to be refined and maybe some of these ideas don’t end up working out, but they are just there to give an idea for what could work. I know that I will need to adjust my lists once I play the first few days to see how the deck feels. It’s hard to know what to adjust just from speculation.
0
Buccaneer feels meh to me when not playing kingsbane rogue. He really only feels good to play on turn 1, which is a pretty bad reason to include him. Cannon Barrage is a definite possibility if the deck has trouble closing games, but it will sit dead in hand a lot of the time. Same reason for not including sunken wet. It’s dead till turn 6 at the earliest and it doesn’t really help close the game like direct damage does. I would much sooner include cannon barrage. Captain Hooktusk isn’t that good of a finisher considering a lot of the pirates are battle cries. South sea captain is probably the only card I’d say I overlooked, for now at least. I’ll figure out what to replace for them tomorrow.
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Reno and Brann back in Standard. Hype :o
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What time is the update?
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Brann is more useful as a neutral and is pretty great in the deck, so I would use that first. I am testing versions without valeera at the moment anyway, so she may get cut. I listed possible inclusions, so you can replace valeera with one of those for now
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Hey dude! Awesome video, appreciate the support and trying out my deck. That first matchup was awesome. Really satisfying to beat aggro. As for the second matchup against pirate warrior, it can definitely be rough if you get a bad start. Starting with swindle without coin is definitely too greedy and I probably would have kept the evasion. Getting golakka crawlers by turn 3 or 4 is one of the best ways to win, but your starting hand was definitely heavy. Armor vendor on 1, golakka on 2 is what you should be shooting for. I also think getting rid of your first coldlight without shuffle was not ideal, since it makes your draw much slower
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Well I was saying that playing 2 wild pyromancers and secret passage means u can can empty hand and kill off board
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It’s not the greatest in an aggro meta, no, but the meta has only been partially aggro for me since expansion release. I really don’t think I’ve been that lucky, as even I’ve won a lot of aggro match ups. It really comes down to experience and practice I think, which is why I provided a guide. If the guide needs to be more thorough I can work on that, but just saying you lose to aggro doesn’t really help.
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How do you kill the mecha’thun after secret passage? Animated broom? What if they have no minions? That’s what I’m saying the wild pyro is for.
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10 loss streak??? If you lose that many in a row, you are for sure playing the deck wrong, it is not your draw’s fault. Yes, it is harder to climb in the high diamond/legend ranks, but it should still be at least 50-60%. And I beat pirate warrior before I even added golakka crawlers, so no, you do not have to draw them or draw perfectly, they just make it more consistent to win.