Sign in to follow this  
Followers 0
Damien

Hearthstone Rogue Oil Pirate

24 posts in this topic

This deck is so fun :)

 

You arrrr so underestimated when people see pirates :) good for us :)

Share this post


Link to post
Share on other sites

Really REALLY enjoying this deck. Anywhere I can watch videos of someone playing this deck or anything like that?

Share this post


Link to post
Share on other sites

Can't wait to try this deck out instead of the standard oil rogue, I will have to wait until I get Greenskin tho. 

Share this post


Link to post
Share on other sites

Any decent replacements for the Capt.? Tad out of my price range...

Share this post


Link to post
Share on other sites

Just another large finisher card that you have available, Dr Boom is great if you have that, if not, just some form of late-game power.

Share this post


Link to post
Share on other sites

I have replaced Cpt. for Edwin Vancleef because I dont have the dust for CPT, how does that work? I also have replaced one corsair for the new grand tournament card Shady dealer is that an okay swap?

Share this post


Link to post
Share on other sites

Sure, sounds reasonable, will get to TGT Pirate Rogue soon enough :P

Share this post


Link to post
Share on other sites

I run this list with a few changes:

 

- Antique healbot for the captain

- 1 shady dealer for dread corsair

- 1 buccaneer for dread corsair

Share this post


Link to post
Share on other sites

Dear sottle

I like this deck it's fun and when rng wants it to be, it's devastating.

I swapped 1 bloodsail raider for 1 dr. boom, felt that I was missing a good top deck card and a big minion in late game.

Thank you for this deck.

1 question though, when you write 3-legend, does that mean that you have reached legend with the deck? Or that you Think reaching legend is possible?

Because i have only managed rank 9(in august stuck on 12 atm) and think for me a serious result is rank 7-6... Do I just suck or has TGT screwed this deck?

Regards

Sebalol

Share this post


Link to post
Share on other sites

So, I test the decks wherever I happen to be on ladder at the time, and then extrapolate a ranking from there. I remember testing this deck explicitly, I was at Rank 3, and I had a slightly above 50% winrate with it, which is how i end up with the ranking I gave it. With enough time, I would have hit Legend, but it's not a particularly efficient deck for doing it.

Share this post


Link to post
Share on other sites

Before I started looking into competitive decks, I just played some random hunter stuff. Nowadays Im just trying to figure out which hero suits my playstyle best, and Im really liking rogue. Im a bit short on dust to make a greenskin, and I havent seen anybody bring up Buccaneer yet. Im still pretty bad, but it seems like Buccaneer could really be a useful addition. A 1-mana pirate that will give your weapon +1 atk when you equip it? Obviously swapping greenskin reduces your late-game power, but it seems viable as a 1-of perhaps

Share this post


Link to post
Share on other sites

Yeah Buccaneer is certainly a really good card, it would fit nicely in this deck.

Share this post


Link to post
Share on other sites

this deck is pretty bad imo. So reliant on drawing things that will save you. bad tempo. have to pray to get a sprint

Share this post


Link to post
Share on other sites

This deck has some good end damage and combos, but it is very lacking in consistent wins. I've tried this deck for  about 20 games. I Ranked my self back to rank 20. My frist win got me to rank 19 and that's where I stayed for the next 18 games with this deck. It is inconsistent and you have to pray for certain cards to stay ahead. It is fun and has great out play potential. Just rare it all works out correctly

Share this post


Link to post
Share on other sites

This deck has some good end damage and combos, but it is very lacking in consistent wins. I've tried this deck for about 20 games. I Ranked my self back to rank 20. My frist win got me to rank 19 and that's where I stayed for the next 18 games with this deck. It is inconsistent and you have to pray for certain cards to stay ahead. It is fun and has great out play potential. Just rare it all works out correctly

Its the only deck thats ever gotten me past 14, and I was on a win streak from rank 18-11 towards the end of the september season. It takes some getting used to, but its always a fun time with Preparation + Tinkerer + Blade Flurry for a win :)

This deck gets made much less viable if you dont add in Greenskin. I thought it wasnt going to be a huge difference, but getting the +1 durability on your weapon is HUGE. it allows you to get an extra attack with your wep before blade flurry, and its not too difficult to get its attack to 6 or 7.

Share this post


Link to post
Share on other sites

I'm trying this deck out, it's really fun, but I feel that Buccaneer is invaluable and should replace at least 2 cards in this deck. 

Share this post


Link to post
Share on other sites

I'm trying this deck out, it's really fun, but I feel that Buccaneer is invaluable and should replace at least 2 cards in this deck.

I've been having issues with buccaneer, mainly that it keeps you from using your hero power turn 2. A big part of the deck is building up your weapon's power, so you arent going to be refreshing it very often to get the +1 atk buff buccaneer would give.

This has become my favorite deck right now, but Im having trouble with drawing enough cards. I always seem to be relying on getting strong draws from an empty hand, maybe I'm just not going for the proper mulligans? In general I try to keep 1 preparation, then two 2 drop or lower minions (or dread corsair) unless I have a preparation+sprint combo in hand. The only adjustment I've made to the deck is swapping one southsea deckhand for a buccaneer, and Im still on the fence about whether or not to keep it.

Share this post


Link to post
Share on other sites

 

 

I've been having issues with buccaneer, mainly that it keeps you from using your hero power turn 2. A big part of the deck is building up your weapon's power, so you arent going to be refreshing it very often to get the +1 atk buff buccaneer would give.

This has become my favorite deck right now, but Im having trouble with drawing enough cards. I always seem to be relying on getting strong draws from an empty hand, maybe I'm just not going for the proper mulligans? In general I try to keep 1 preparation, then two 2 drop or lower minions (or dread corsair) unless I have a preparation+sprint combo in hand. The only adjustment I've made to the deck is swapping one southsea deckhand for a buccaneer, and Im still on the fence about whether or not to keep it.

 

 

You actually should use hero power on turn 2 with buccaneer on the board. With most 2-drops being 3/2 or 2/2, it generates huge tempo for turn 3. Getting the bonus only once is enough to get you going - no need to use hero power every 2 turns.

 

Although you have only 4 cards that draw cards, you can draw a total of 10 cards which should be enough to get you going. The deck has low curve (sort of) and that means you can run out of cards pretty quickly. However, you play it bit more aggressively than Oil rogue. You should try to kill your opponent before you run out of steam, just like Hunter. 

 

Mulligan depends on your opponent. You generally want to mulligan for 2-drops and removals. Against control matchups, keeping Prep+Sprint is reasonable, but definitely not against aggro matchups. Also, Poison+Dread Corsair is good for your early tempo. 

 

There is an updated version of Pirate Rogue that runs 2 Buccaneers. If you like this version of Pirate Rogue, you could start building towards the TGT version of it. 

Edited by positiv2

Share this post


Link to post
Share on other sites

I've swapped a Tinker's with a Southsea Captain, other than that, I'm using the standard setup.

Could Gruul be put to use in this deck? I've tried but he gets massive spell rain and dies before 2nd round. Maybe I'm just using it wrong?

Share this post


Link to post
Share on other sites

I've swapped a Tinker's with a Southsea Captain, other than that, I'm using the standard setup.

Could Gruul be put to use in this deck? I've tried but he gets massive spell rain and dies before 2nd round. Maybe I'm just using it wrong?

 

Tinker is the main combo and I am not sure you want to use just one, especially without TGT cards. TGT introduced few new pirates such as buccaneer, which give Captain more value. You will still lack a finisher. If you are able to draw into a pirate synergy card in 2 turns, then he is a great card. However, it gets destroyed by a 2 drop, making it a low-value card in aggressive meta.

 

Gruul is indeed a bad card, especially in a deck like this, where opponent doesn't want to waste a removal spell on pirates and rather waits for Boom, Ragnaros or a similar minion. BGH will be a problem, too, as you have no other BGH targets, so your opponent will often have it in his hand.

 

Also, TGT version of this deck is way stronger. If you want to seriously play pirate, I recommend crafting towards that one.

Edited by positiv2

Share this post


Link to post
Share on other sites
Sign in to follow this  
Followers 0

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      The live Q&A with the two well-known Hearthstone devs took place yesterday and we've made a recap of the most interesting points.
      First of all, if you want to watch the whole thing, the VOD can be found here (it starts at 14:10). If you prefer a shorter version, Redditor EpicMelon has made a 10-min video of everything important said. Ultimately, if you don't feel like watching videos, we've made a summary of anything worth noting from yesterday's Q&A.
      Ben started talking about the new player experience, a topic he has discussed again this week. He repeated that most new players start off by playing versus A.I., some go to Casual and a minority goes to Ranked. The team has made it so that in Casual new players are exclusively matched against other new players and their MMR is kept to a 50% winrate.
      One of the currently most discussed hot topics in the Hearthstone community is the Ranked ladder. The team is satisfied with how clear the current system is in how it works. However, they do realise that its grindiness and the monthly reset can be a disadvantage and feel repetitive. To counter that, they are looking into short-term increasing the amount of bonus stars players can gain. This will hopefully increase the number of players in medium and higher ranks and move veterans away from Rank 20. However, they don't want everyone to be a Legend player either, since this would devalue the ranking. New breakpoints are also an idea the Hearthstone team is considering. As far as winstreaks stopping at Rank 5 are concerned, the idea behind this is that they wanted players to get to Legend "legit"; this could change as well, though.
      Moving to the topic of Arena, Dean announced that they are thinking of moving it to Standard format. Moreover, they want to try decreasing the amount of commons you get, as well as the amount of neutral Classic and Basic cards (especially minions). Some of these changes for Arena are already ready to be added to the game they are just waiting for the right time to patch them in. In early February, top 100 rankings for Arena will be published - just like the Ranked season ones. These rankings will be calculated based on highest average wins per run basis with a minimum requirement of 30 runs.
      The guys had a few things to say about the current meta, too. Pirate Warrior represented 30% of the meta game near the launch of Mean Streets of Gadgetzan, while there were also a lot of Pirate Shamans and Rogues. Thankfully, these numbers have dropped as other decks (like Jade Druid and Reno decks) started surfacing. Pirate decks are slightly more popular than Team 5 would like and decks with the pirate package feel same-y. If this persists, they might take a look at Pirates. Hunters and Paladins are having a hard time at the moment because they can't keep up with the aggro pirate decks. Overall, the internal meta report shows a stability in the meta: there is only a 3% difference between the winrates of the top deck and the 11th best deck.
      Lastly, there was mention of the Wild format. Ben admitted that they could do some things better for Wild. For example, it's possible that Blizzard will encourage more Wild tournaments in the future. The upcoming rotation will be interesting since Wild will have more card sets than Standard. Wild is far from dead: it's just half as popular as Standard, although Ben hasn't looked in the numbers recently. Earlier in the stream, Ben also said that the team is considering two options to keep Standard fresh: either nerfing cards or just move them to Wild.
      Lastly, Ben and Dean talked about various other small topics like the possibility of reprinting cards (no actual answer given), more Hunter and Paladin talk, wording inconsistencies and rewriting old cards, how a healthy meta is defined and Team 5 itself.
    • By digimij
      Howdy,
      I was going to submit a bug report in game, but I thought I'd check here to see if this really is a bug, or if I just don't understand how the ability is supposed to work. Here's what I planned to submit:
      outlaw rogue ability: Between the Eyes, is not correctly applying the 4x damage increase on critical strikes per the tooltip listed damage for each combo point, nor is it appropriately applying any of the bonus damage modifiers: prey on the weak and ghostly strike. If using Deeper Strategem talent, it appears to be applying 4x damage based on the 5th combo point tooltip, but again, the modifiers:ghostly strike and prey on the weak are not applying. 
      Per the tooltip, at 6 combo points, I should do 200,695 damage, 5 combo points would be 167,470 damage. While testing this on a training dummy, with Ghostly Strike and Prey on the Weak applied, with Deeper Strategem talented, using 6 combo points, I see a critical strike (100% chance from legendary shoulders) of 682,357. Unless my math is horribly mistaken, that should be a critical strike for 963,336:
      200,695 x 4 x (100% + 10% + 10%)
       
      This is what I do:
      Stand behind dummy, so nothing is blocked, build up 6 combo points, apply Ghostly strike, either vanish, or leave combat and enter stealth, use Cheap Shot, then use Between the Eyes
    • By Zadina
      Hearthstone Game Director Ben Brode and Game Designer Dean Ayala will answer all your questions on a live Q&A session on Twitch this Friday!
      The complaints about the lack of communication from the part of the Hearthstone team have been answered. This Friday the 13th (!) of January, Ben Brode and Dean Ayala will answer questions about some of the most heated topics that currently affect the playerbase. Ben has already made some posts about issues like the Classic card set and the possibility of some Classic cards rotating out of Standard.
      As always, we will try to have a recap of the Q&A as soon as it is finished.
      Blizzard Entertainment
      Pull up a chair by the hearth! Join Hearthstone Game Director Ben Brode and Game Designer Dean Ayala January 13 at 9:00am PST for a live Q&A session on Twitch. Our developers will be sharing some insight about the state of the game, the new player experience, the ranked play system, and answering your questions live.
       
      Have some questions for Ben and Dean? Here’s how you can be part of the conversation:
      - Tweet @PlayHearthstone with the hashtag #QA with your question
      - Post a question below in the blog comments
      - Join us live in Twitch chat and direct questions to us @PlayHearthstone
       
        Can’t make it? Don’t worry – we will be posting the full video on the PlayHearthstone YouTube after the Q&A has completed.
       
       
      Follow the official Hearthstone Twitch channel to be notified when the stream begins.
      We’ll see you there!
      (source)
    • By sixxn
      So I'm confused on what to do at this point.. I'm at 30% crit with the shoulders equip and 120% mastery. Should I be stacking mastery now and not worrying about crit since I get 100% off start? I also have the bracers? Also since the burst is for 6 seconds I don't know what I should do for a opener anymore.. Any suggestions? 
    • By Kassanova
      Hey all, I apologize if this is common knowledge, but my rogue is one of my alts and I don't know as much about the class as I'd like. I used to play outlaw just fine, but I'm interested in a strong spec that isn't so RNG dependent. I'm a bit confused as to how much mastery is needed to pull off a poison build vs a bleed a build. The talent guide says to go for poisons if you have a mastery-heavy build. What constitutes a lot of mastery? My rogue is wearing ilvl 847 with 27.79% crit, 7.83% haste, 116.2% mastery, 3.6/1.8% versatility. That is based on recommendations from Ask Mr. Robot. I primarily run mythics and I would like recommendations on the best tier 1 and 6 talent suggestions. 
      Armory link: http://us.battle.net/wow/en/character/darkspear/Cowboyslim/simple
       
      Thanks in advance!