This is something I've been working on for a while and it's actually fairly difficult to do.
Either way, the Pirate class is a class mostly themed around, well Pirates and weapons. Pirate is definitely a weapon-heavy class, possibly even more so than Warriors.
The hero is Rick Scarecrow (A play on Jack Sparrow from the PotC series). This class also introduces a new-keyword for weapons, "Ranged".
A Ranged weapon is exactly as it sounds, it's a weapon that unlike a sword or axe where you go all in and strike your enemy and take damage, Ranged weapons like guns will simply deal their damage directly instead of attacking like a sword and therefore no worry of taking damage. Pirates however use both non-Ranged and Ranged weapons.
The normal Hero Power is "Ready, Aim..." which equips a 1/1 Ranged weapon. "Ready, Aim, Fire!" is the upgraded Hero Power from Justicar Trueheart which equips a 2/1 Ranged weapon.
HERO POWER TOKENS
Essentially combinations of the Rogue's and Mage's Hero Power. Something worth noting is that Ranged weapons still can't bypass Taunt. With that being said, some may say this is strictly worse than the Mage Hero Power. However, the benefit of this over the Mage Hero Power is the same benefit the Rogue Hero Power has: You can pay 2 mana now and store it for when you actually need to use it. There are also some cards in the class that have weapon synergy just like Rogues do. This makes up for the fact that is can't bypass Taunt.
Note: Every single card in the class was made before I made this thread and will be revealing them every day.
BASIC CARDS
Although fairly underwhelming on his own, if you're able to flood the board with a lot of Pirates, he can be a force to be reckoned with and I can see him being run perhaps in some really aggressive Pirate deck. Just one other Pirate makes him a 2/2 for 1 which is pretty good value. Of course, as most minions in the class are Pirates, he benefits very heavily from the class.
A pretty boring card, but just like Arcane Shot, Holy Smite and Living Roots (okay, Living Roots may be mostly used for the saplings but still) come in useful, this comes in useful for the exact same purpose. I mean, every class needs some boring cards.
So, this is a weird card. Comparable to Divine Strength, Primal Fusion to some extent and even Demonfire. Divine Strength gives +1/+2 to anything. This gives +1/+1 to non-Pirates, or +2/+2 to Pirates. While most decks would probably run a lot of Pirates, there of course may be some non-Pirates in there as well. Similary, not every minion Warlocks run are Demons and not every minion Hunters run are Beasts.
I NEED BETTER ART FOR THIS CARD
Compare this to the Warrior's Fiery War Axe or any 4 mana 4/2 weapon with an upside. Compared to the War Axe, you pay 1 mana for 1 Attack and compared to Truesilver Champion or Death's Bite which have roughly 1-mana effects, I think this is really good but balanced. I imagine almost all Pirate decks would probably run two of these.
One theme amongst the Pirate class is ships (which have a tribe tag in the event of ship-synergy cards being made). They are essentially Totems for Pirates. They don't do anything by themselves but they provide a nice passive benefit. In this case, the basic Pirate Ship makes all of your Pirates cost 1 less mana.
Okay, so we know Ranged weapons are the new thing in the Pirate class. Here's a Basic weapon that follows that. It's essentially two Holy Smite, Arcane... they're all the same. It costs 3 mana but has the benefit of being Ranged and storable. This would be too OP if it was 2 mana.
Okay, so some people may think this card is bad and others may think this is OP. Compare this card to Upgrade!. If Upgrade is used on a Fiery War Axe (a 2 mana weapon), it becomes a 4/3 (about a 5 mana weapon), and even then, it isn't used in Constructed much. Therefore, I could argue that this card is balanced. It could be slightly problematic if I ever make like a 5 Attack Ranged weapon, but we'll cross that bridge when we get to it.
Dealing 4 damage for 4 mana is bad (which is why Mortal Strike is not used). Fortunately, this is not really dealing 4 damage for 4. If you have a Pirate on the board, it's a Shadowbolt that can hit face. While that is fairly mediocre, when you have 2 Pirates is where this starts being really good, and if you have 4 or more on the board, oh my gosh, that value.
The class's main (and I think the only) AoE Spell they have. Essentially a slightly smaller Flamestrike, though you could also look at this like 3 Arcane Explosions baked into one card, as well as most likely a few other ways.
Hey, nice Tirion Fordring you've got there. Would be such a shame if something bad happened to it. Oh, wait! So yeah, this card is pretty good. You can compare this to Assassinate with a 1 mana Silence attached to it which I think is completely reasonable, especially if you look at Spellbreaker or even the old Ironbeak Owl (2 mana), where the body is worth about 1 less mana than their cost is. Alternatively, you could compare this to Siphon Soul where you Silence the minion and get rid of any Deathrattles instead of restoring 3 Health to yourself which is fair in my opinion.
CLASSIC CARDS
So, this is comparable to the old Starving Buzzard (I wasn't here when it happened but I know it did). You can play this with a lot of Pirates to draw a buttload of cards.
This is the main card draw card of the class alongside Blackbeard's Parrot. It's essentially an Arcane Intellect that costs 1 more now, but 1 less overall since both cards you draw cost 1 less and stay that way no matter how long they're in your hand.
Not a Pirate, since Pirates and Swashbucklers are not the same thing. This card has the same relationship that Houndmaster has with Beasts (looks like it's part of the tribal tag it buff but it isn't), but no Taunt, but let's be honest, does she really need to grant Taunt. I mean, I would end up practically completely copying Houndmaster.
LOOK OUT! So, the flavor of this card is that the Pirate is swinging and catches you by surprise by kicking you or hitting you with is sword (thus where the 3 damage comes in). Might be slightly weak but I think it's balanaced because 2/3 is worth 2 mana, dealing 3 damage is also worth 2 mana, and then it's baked into one card and it a Pirate.
I NEED BETTER ART FOR THIS CARD
So, Pirates drink rum and it fuels them for battle. This is important because Pirates do not have their own way to heal, meaning they'd have to rely on methods outside of their own class to heal.
Essentially a reverse Light's Justice. With 4 Attack, it can kill literally every 1-drop in the game and just about every 2-drop in the game (that see play at least) and even 3 and 4-drops. Also goes great with a turn 1 Quick Cleaver and then turn 2 Bloodsail Raider.
Now, is this card really good. I'm thinking I could've made this 1 mana but I also think that might be a bit OP. Where this shines is where you can put a bunch of Pirates and the board and buff them up with this.
A solid Taunt minion that can you can play as a turn 2 tempo play, or when you have Pirates on the board and because this has Taunt, they can only attack this. Note that it's a Pirate itself so if you two of them on the board, it will buff the other one, and they overall can give all of your Pirates +2 Attack.
Despite the name "Musketeer", it seems that most musketeer are more like swordsman than soldiers with muskets (which is what the definition of a "Musketeer" is). Just like the Swashbuckler, it's not a Pirate but it is very synergistic with the class equipping a Ranged weapon for you. Compared to Arathi Weaponsmith, this has slightly better stats, but instead offers a less powerful weapon though Ranged to make up for that.
That's a BIG hook (with a spikeball)! And it can be yours to use when it dies. This, just like the Musketeer is similar to Arathi Weaponsmith. You pay 1 more mana for +1/+1 in stats and the Pirate tag. Sadly the Giant Hook doesn't use the spikeball as well, just the hook.
She's got both a hook and a gun, I wasn't going to miss this opportunity. I like this card a lot because it's flexible and works with any weapon you have. You got a sword, let me sharpen it up. You got a gun, here's some more ammo. Also works well with the Musketeer and Ship's Captain.
When you play this girl, you'll get any collectible weapon from this Pirate class. Really nice if you need a weapon and don't have one. As expected, you can only get collectible weapons, you can't get the guns from the Hero Powers or the Musketeer, or the Giant Hook from the Ship's Captain. Though know that there are more weapons to come.
Well, here we've come to the final fight. The fate of our crew rests on this fight. This card is like an Enter the Coliseum except it's random and won't just leave up the highest attack minion, which can be really good if you only have one minion and your opponent has a bunch.
This wasn't my idea. I saw this one day while I was on Google Images, remembered it and then made it into a card. This was one of the last cards I made so I just like "screw it, I'll just do this" and made a card that wasn't original. Idk who the original maker of the card was. Anyway, just like how Brawl costs 3 less than Twisting Nether, this costs 2 less than Vanish so I think this card is balanced. I don't know where this card would fit into a Pirate deck but I think the flavor of the card fits the class perfectly.
As of right now, we don't have any cards that restore weapon Durability. This card both restores weapon Durability and then double its Attack. This works with both Ranged and non-Ranged weapons. Think of it as a bigger, more powerful Captain Greenskin, but this is a class card and class cards generally have more room to be powerful than Neturals to compensate Neutrals being usable by everybody.
NAXXRAMAS CARD
The undead Pirate, this is very similar to Webspinner. The flavor of the card is that this was a former Pirate, that when it dies (again?), it gives you a random Pirate which is what the Skeleton Pirate originally was before death. It doesn't exactly make sense, but eh.
GvG CARDS
This is a very weird card. It's comparable to Worgen Infiltrator, where it has more stats but it's distributed less aggressively. This may seem weird because Stealth is usually a very aggressive mechanic. This card, played on turn 1 however more or less guarantees that it will survive your opponent's turn. As far as I know, there's literally no possible way it can die on your opponent's turn 1 even with the Coin. The flavor of the card is that the Pirate is going overboard and if he's underwater, then you can't see him, right?
Very useful and flexible card. Comparable to the Dual Wielder in the Classic set which is something that works off of Ranged and non-Ranged weapons. However, if you don't have a Ranged weapon, it will equip one for you. Be careful though because if you have a non-Ranged weapon equipped, this card will replace it. Possible combo: Turn 1, Coin this to equip the weapon, then turn 2, play Dual Wielder and now you have a 1/2 Ranged weapon. Was originally a 2/3, but I made it a 3/2 so it wouldn't be way too similar to the Dual Wielder.
The really huge Taunt minion of the class. It has a premium statline of 5/8 and protects your minions fantastically. The main two cards this card is comparable to are Dark Arakkoa, this has +1 Health but loses C'Thun synergy, and Trade Prince Gallywix, mainly because it's also a 6 mana 5/8, and I believe the only one in the game. The effect may sometimes not be as good as the Trade Prince but unlike the Trade Prince, the effect of this minion is strictly a good thing. I think this card may be a slight bit on the powerful side, just a little bit.
Spare Parts may not be the best with Pirates, but every class needs to have some sort of Mech thing in GvG, and this is one of those cards. Compared to Fiery War Axe, it loses 1 Attack but gives you two Spare Part cards. Seems like a fair trade-off. I thought this was unique because GvG didn't do any connections with Spare Parts on spells (beside the parts themselves) or weapons, just minions. The flavor of the card is that it's losing durability, so Spare Parts are falling off allowing you to use them to your advantage.
Bet you didn't expect something like this. The text basically means that benefits from both Mech synergy and Pirate synergy. Imagine it having two tribal tags, Mech and Pirate and you've got the idea. I don't necessarily think a Mech Pirate could work, so most of the time, this is probably just a 3/4 Pirate without text, though the text will come in handy in Arena as well as anyone wanting to make a Mech Pirate deck. Good luck to you if you do (if you could of course since this isn't real).
This is a very difficult card to analyze whether or not it's OP. On one hand, it seems fine but on another, I don't know. This can anyway be used to maintain the survivability of your Pirates giving them Stealth until the start of your next turn. Potential craziness with the Basic Pirate Ship.
THE ART OF THIS CARD COULD BE BETTER
So this is quite the card alright. Equip these and all of a sudden, you've turned into Revy from Black Lagoon. This weapon is pretty cool and probably one of my favorite cards that I've made for this class. Windfury weapons are particularly difficult to make because they need high Durability so the Windfury effect actually matters, then low Attack to compensate for the Durability. The flavor of course is that you have two pistols, so why not use both of them.
Yep, three of them. Three 2/1 Southsea Deckhands. Very synergistic and fitting for the class since you have a lot of weapons. As long as you have any weapon, Ranged or not, the Southsea Deckhands will have Charge, equaling 6/3 worth of stats across three bodies allowing to distribute the damage better and it has Charge. Not to mention craziness with Blackbeard's Parrot, drawing 3 cards in the process. I almost made this 4 mana, but I think that would've been too OP.
YOU WANT AN IDENTITY CARD, I'LL GIVE YOU A FREAKIN' IDENTITY CARD!
Is this an identity card or what? Basically, this is like Fulla's Darion Mograine: https://www.youtube.com/watch?v=KGHYNfXZO0Y (skip to 1:08). It works pretty much the same way. While the weapon is Immune, it cannot lose durability effectively granting you an infinite durability weapon while he's on the board, and for this reason, I made Cookie a 1/3 rather than 2/2 to maintain survivability. If you can keep him alive for multiple turns, he becomes a mad powerhouse. Unlike Fulla's card, the Immune effect is attached to the weapon and not Captain Cookie, so if you equip a new weapon while Captain Cookie is on the board, it won't be Immune. However, even if Captain Cookie is Silenced, the weapon will still be Immune since Captain Cookie is still on the board. Normally, I would put the Token cards in the Token section, however since I thought the weapon mechanics were important to know, I thought it deserved a spot in the main category, though it will also be in the Token section for the purposes of completion.
Earlier versions of this card was similar to Toshley (and therefore Xaril as well), giving you certain foods upon Battlecry and Deathrattle. I ultimately decided to go with this theme since it synergizes with the Pirate class much better.
Note: I have never played a Warcraft game before. All of my knowledge comes from wiki's and videos.
BRM CARDS
A 4/5 Taunt minion that will ping off some stuff. Your opponent ideally will want to use this with as little cards and resources as possible to reduce the amount of pings from the minion. It's going to feel really good pinging off some 1-Health minions of your opponent's, though do note that it can also hit your opponent's face. Around the time BRM was released, I don't think this card would've seen much play though because of everyone "getting in here".
BRM didn't have any weapons. I thought applying the costs (1) less mechanic BRM had to a weapon would be interesting. It isn't the best mechanic in the game (in fact, the only card with it that sees play in Constructed is Solemn Vigil), but it does get cool if apply the effect to a weapon. It starts out as an Arcanite Reaper that costs 2 more. Something worth noting is that most cards with this mechanic are roughly two mana overcosted minus the effect, so this card immediately fits in the ballpark. Getting anything less than 5 mana from this weapon is value and pretty good one at that.
TGT CARDS
This is a very interesting take on the Joust mechanic. Instead of just Jousting like every Joust card in the game does. With this card, you actually do something before you Joust, in this case, choose any character on the battlefield. If you lose, you still get a 4/5 Pirate on the board which is good enough by itself for 4 mana (stats was why most Joust cards were bad). If you win, you Darkbomb your target in addition to getting the 4/5 body and that's pretty good. Compare this to Swinging Pirate which is guaranteed 3 damage but worse stats for the cost.
In TGT, the Pirate class runs into the same problem that Rogues did: They can't use Inspire as well as the other classes. Rogue's got their piece of garbage Poisoned Blade card which not only sucked but was also an Epic so even if it was good, it would be harder to get it then say if it was a Common or even a Rare. This card is made like Poisoned Blade except Ranged, lower costs and the Hero Power gives it Durability instead of attack. Lots of Durability is especially good in a Ranged weapon. It's also a Common instead of an Epic so you will get this card more frequently than you would get Poisoned Blade allowing more people to play the card.
This card is basically an Arcane Intellect that instead of drawing two cards from the top of your deck, it essentially draws two cards from ANYWHERE in your deck allowing you to get cards from the middle or bottom of the deck like Thoughtsteal. However, unlike Thoughtsteal, it doesn't make copies of the card and puts into your hand, it takes the actual cards from your deck and puts them in your hand, so it does thin your deck. You can either run this or Plan Ahead, depends on what you want to run.
Just to clarify, it puts only the standard Bananas into your hand from Mukla. It can't get you the other bananas from the Banana Brawl. Anyway, you got a lot of Pirates, you can play this and get a bunch of Bananas added to your hand to use whenever you want to. As with Blackbeard's Parrot, the Beast tag is pretty much meaningless in the Pirate class, but it would feel wrong to not give it the Beast tag. I mean, this didn't stop Rogue and Warrior from getting a Beast in LoE.
Compare this card to Bloodsail Corsair, which is a bad tech card. Subpar stats are fine for teach cards because they would be too overpowered if they had good stats, but the effect isn't big enough in the case of the Corsair. This card has even worse stats, but... YOU TAKE CONTROL OF YOUR OPPONENT'S WEAPON!!! YOU DON'T JUST GET RID OF IT, YOU ACTUALLY TAKE IT FOR YOURSELF!!! This effect is REALLY good when you can get it off, and you'd probably play this in the same meta you'd play Harrison Jones. Note that it doesn't simply destroy the weapon and re-equip it for you, it actually just takes the weapon as is, so any lost Durability charges or buffs to the weapon will remain intact and Deathrattles don't trigger when you play this card, and when they do activate, they activate for you. "Hey, nice Gorehowl you've got there, can I have it?"
You may notice there are quite a few cards with the word "Captain" in it in this class, as well as two in the actual game. It doesn't matter if it's a Pirate class or Neutral, nor does it matter if it's "Captain" or "Captain's", nor does it even matter where the word Captain is in the name. As long as it has the word "Captain" in it, it can be obtained from this card, and note there are more cards with the word "Captain" in it in later sets. Very early versions of this card was a 3/1, but because it's almost like a Loot Hoarder, I changed it to a 2/1 for balance.
This is perhaps the most unique and interesting card I've ever made. Basically, all Pirates in your hand will deal damage based on their attack (for example, if it has 2 Attack, it deals 2 damage. If it has 4 Attack, it deals 4 damage, etc.). If a Pirate has multiple targeted Battlecries due to this card, it triggers both on the same target like Brann Bronzebeard. Speaking of which, imagine this card with him. Pretty crazy. I actually may or may not need to change this card.
Earlier versions of this card read "at the end of each turn, add a 2/2 Sky Raider to your hand". A Sky Raider was a 1 mana 2/2 Pirate with "Battlecry: Deal 2 damage".
This card, I actually forgot what effect I originally gave to it. I thought it would have something to do with the weapon. I made it on the spot. This looks a little bit overpowered, but eh. It's like Musketeer, it's a 4/5 body (worth 4 mana) and equips essentially a Flintlock Pistol (a 3 mana weapon), equaling 7 mana worth of value and it's a Pirate whereas Musketeer isn't. I think this card may be a LITTLE bit overpowered, just a little bit.
I know Daelin Proudmoore is an Admiral and not a Pirate, that's why I didn't give him the Pirate tag, but I put him in the Pirate class because he just fits in well, more so because of flavor than because of synergy but it's good enough for me. This card is similar to Fulla's version of Daelin Proudmoore: https://www.youtube.com/watch?v=YcxGuON_1Ms (skip to 0:41). I changed it a bit to make it more original. The Large Beers give a minion +2/+3 and "50% chance to attack the wrong enemy", the downside in which to compensate for massive stats, though in fringe cases, it is an upside because you can bypass Taunts. It can be used to save for later, and in clutch situations, you can give it to an enemy minion to make it so that they might attack the wrong enemy.
LoE CARDS
The obligatory Discover card of the class. It works pretty much like any other Discover card. Note that because of the large amounts of Pirates in this class, and the class occurrence bonus, you'll most likely get a Pirate from the Pirate class but there are still some Neutrals you can get. Imagine getting a Bloodsail Corsair when your opponent just equipped a Gorehowl, or even better, a Ship Raider. Worth noting that it can discover itself.
So, have you ever wanted to ramp better than Druids? Well, this card pretty much lets you do that. If you can flood a bunch of stuff on the board and play this, you'll get a bunch of Coins added to your hand to play and ramp whenever you want. It is worth noting that says "Give your MINIONS" the Deathrattle, it doesn't just give your Pirates the Deathrattle. The flavor of this card is of course that treasure chests have a lot of coins in them and coins in Hearthstone ramp mana.
This is pretty much an obligatory 4 mana 4/2 weapon with an upside, where the upside is The Bored One's Deathrattle, just a Battlecry instead. I actually made this card BEFORE I made The Bored One. Not really much else to say, though I don't know if you'd rather run Golden Sword or this.
OLD GOD'S CARDS
A treasure chest monster is something some of us have probably heard of and/or seen somewhere (I first saw it it in Yu-Gi-Oh). It just fits too well into the Old Gods section in the Pirate class so I made it a card. The effect seems so fitting too. When Pirates die, this demonic treasure chest pretty much eats them up and absorbs their power. If you can suicide a bunch of Pirates you control, this thing can grow super strong though be careful if you plan on doing that.
It's a 3/4 Pirate that has the Faerie Dragon effect. The flavor of course is that he's a ghost so spells and Hero Powers can't effect him. Though normal attacks will still effect him, he can't be completely like a ghost. Not really much else to say.
As of the most recent expansion being released, this is the only card in the entire class that has any relation with Ships. When you play him, you get any random ship. It couldn't have been "Discover a Ship" because what happens if a Mage were to get it Unstable Portal? They couldn't discover anything. This is probably why no "Discover a Demon" or "Discover a weapon" card exists yet. You may ask what this card has anything to do with the Old Gods and why it should be in the expansion. Ask that same question to Bloodhoof Brave.
So, this is something I got from Fulla's Daelin Proudmoore: https://www.youtube.com/watch?v=YcxGuON_1Ms (skip to 1:22). I wasn't intentionally trying to find the same artwork, I came across it by complete coincidence but decided to use it anyway. Fun Fact: If this were real, Pirate would be the only class with two Discover cards (remember they have Captain's Lookout in LoE).
Cards this is most comparable to are Ravaging Ghoul, Twilight Flamecaller and Corrupted Seer (and therefore Demonwrath as well). This can be thought of as a 4 mana 3/3 with either a Whirlwind or an Arcane Explosion attached to it, therefore producing good value and balance. Ideally you'd want to play this in a deck where most (or even all) of your minions are Pirates, which thankfully is pretty easy in this class.
This is pretty much Master of Evolution for weapons. It even was originally a 4/5 and was called "Weapon's Mater", both of which were changed for originality purposes. the "destroy your weapon" text is there to explicitly let the player know that it does trigger weapon Deathrattles (although no Pirate weapon's have Deathrattles). If you use this on a 7-cost weapon, it simply won't do anything since there are no 8-cost weapons in the game.
The obligatory C'Thun card of the class, and the only one. Some of you may be thinking why this is a weapon and not a minion. Aren't C'Thun cultists supposed to be human (or at least anthropomorphic beings)? Yeah, I realized that after I made this card. I suppose this could still make sense since the sword could perhaps be sucking up souls of what it kills and that could be used to buff C'Thun. Some may say that a 3 mana 2/4 weapon is OP, but honestly I don't think so, especially if you compare it to Coghammer, which is a 3 mana 2/3 weapon with a big upside. This is a 2/4 weapon with very little upside on immediately on the board, simply vanilla so I think it's balanced.
A really good card for guaranteeing that you have something to play, adding a copy of a Pirate to your hand (in which it's effect can then be used again), and having 8 health and Stealth makes it very, very difficult to kill.
Let's face it, we could use some more of these cards. Also, I would like to see a Scythe weapon in the game someday.
KARAZHAN CARDS:
Basically a Cabalist's Tome for Pirates instead of spells. What will RNG bring you?
Some zoo's have tour guides, and menagerie's are basically the same thing. Quite fitting, the tour guide is a shark. Not a Beast because I don't think it's really necessary to make it a Beast. The 1/1 Parrots are just Beasts without text.
It appears that Sheeva became a Pirate, right? This card might look OP at first glance but the weapons are 2 mana 2/2 weapons with no text, so worse Fiery War Axe's, and it also doesn't quite have vanilla stats. This is comparable to Deadly Fork, but I think it's better because the weapons have a better stats:cost ratio and you get two of them so you can save it. Hilariously enough, the two weapons are both called "Left Cutlass and Right Cutlass". The card's name is also a reference to the Yu-Gi-Oh card, Gate Guardian.
TOKEN CARDS
Created by Musketeer
Created by Ship's Captain
Created by Crimson Corsair
Created by Captain Cookie.
Created by Mate on the Steampunk
Created by Daelin Proudmoore
Both created by The Grim Reaper
Created by Menagerie Tour Guide
Both created by Gateway Guardian
CARD CHANGES:
August 28th 2016:
Ship Raider has been changed from a 1 mana 1/1 to a 6 mana 4/4:
(previously)
(now)
IT'S ALL DONE!
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Yogg seems like a Hail Mary card. Which it still will be in my opinion. I wouldn't think it's worth dusting unless you really need another legendary
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Debating whether to push for legend or not. I guess we will see how the month starts. Using zoo and maybe midrange hunter or patron
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Sounds like you need to play Wild. Standard meta is too repetitive for my taste, so I play wild.
Control is certainly viable in Wild.
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This has been happening to me as well. Every other link sends me to sevmob
Im on iPhone as well
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Any room for Lord Jaraxxus
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Just wanna say thanks to rysotex and AlexisaKing for all the info.
Keep it up, it's greatly appreciated.
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