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Pirate Aggro Warrior Gadgetzan Standard Deck

Last updated on Dec 01, 2016 at 21:58 by Sottle 8 comments

Table of Contents

Pirate Warrior is a board focused Tempo deck that relies on synergy between Pirates and Weapons to aggressively rush the opponent down. Pirates have always been on the fringe of competitive play, but with the addition of several new power cards in Mean Streets of Gadgetzan it looks well positioned to finally be a competitive force.

1. About the Author

This deck is presented to you by Sottle, a professional Hearthstone player who plays for compLexity Gaming. Sottle regularly streams on Twitch and explains all of his moves. Watching him is a good opportunity to see how this and other decks play out in practice, and how decisions are made in real time.

2. Pirate Aggro Warrior Gadgetzan Standard Deck

Our deck costs 6,200 Arcane Dust and it is made up of the following cards.

Warrior Cards Neutral Cards

2.1. Mana Curve

0
10
7
4
6
3
0
0

3. Strategy

This deck is one of the most relentlessly aggressive builds that you can play in all of Hearthstone. It relies on incredible amounts of repetitive damage from early-game minions and weapons to push through huge amounts of damage to the opponent before they are even able to set up a defence.

3.1. Key Skills

3.1.1. Aggro Mindset

The style of the deck is very aggressive and as such your first priority should be damage to the opponent's hero. Having said that, that does not give you complete freedom to simply attack directly on every turn. The right mentality to get into is to consider how your opponent punishes you for attacking them in the face. They might be able to pick up a more favourable trade, they may be able to sweep your board with an AoE spell and keep a minion in play themselves, they may be able to buff their existing minion, and so on. Once you have established these potential punishes in your mind, you need to evaluate how often you win the game in the scenario where they have the cards you considered and weigh that against how likely they are to have them. In the scenarios where you cannot think of a strong punish, or in the scenarios where you think you still win the game if they have it, then you are free to push damage as you see fit. This is a skill that will develop with time, and you will find yourself encountering punishes you had not thought of for the first few games, but over time you will gain a feel for how aggressive to be with this deck. Since this particular deck is so aggressive and draws additional damage so consistently, this equation is tilted much more heavily towards the aggressive plan. For you to consider trading, the potential punish has to be either very likely, very severe, or both.

3.1.2. Weapon Management

The deck plays a large number of weapons and weapon effects that can get in each other's way if you are not careful. Managing the interactions between Upgrade!, Bloodsail Cultist, N'Zoth's First Mate, and other cards is one of the most difficult parts of playing this deck and requires careful planning for each turn. Deciding whether to use an Upgrade effect on a smaller weapon can be useful in a matchup where you are fighting for early board control such as against Zoo, while against more resilient decks you may need that additional damage to go towards a more late-game weapon instead. Furthermore, you need to line up your attacks so that you are always developing a new weapon on the turn where you have the Mana available to do so. Always evaluate your hand and the percentages of your draws and try to plan for when you will be able to equip a new weapon, then use this information to decide how often to attack with your existing weapon and deplete its durability.

3.1.3. Sir Finley

Sir Finley Mrrgglton is one of the key cards in this deck in order to turn what is a fairly useless Hero Power into a tool that will help you to achieve your goals. Although the temptation is to always go for the Hunter Steady Shot when it is available, in many situations, Warlock Life Tap or Mage Fireblast is actually superior. The reason for this is that the deck does not ever struggle to deal damage due to the incredible amount that is played in the deck. What it can struggle with is drawing enough cards to be able to push beyond the opening few turns, or dealing with aggressive board states from other decks. It is in these situations that picking up Fireblast or Life Tap is superior. By taking Steady Shot, you are essentially saying that you are able to finish the game with the resources that you have already alongside the additional damage from the Hero Power, so make sure this is the case before you choose it.

3.1.4. Early-game decisions

With this deck more so than any other, your decisions up to turn 3 or 4 will go a huge way to deciding whether you will be victorious. Generally this period should be spent picking up favourable trades where available, especially with small weapons. It is rare that it is the correct decision to send a weapon charge face in the early-game unless you are playing against a deck that has no early-game development of their own. You will need to be able to react on the fly to the matchup and understand what the other cards in your hand are telling you to do. If your hand is full of multiple weapons then the earlier advice may not apply and it may be worth trying to chew through your weapon durability as rapidly as possible so that you have something to spend your Mana on over the next few turns. Conversely, if you hold a Bloodsail Cultist you should try and make worthwhile trades to protect existing Pirates on board to activate the buff. More so, if your hand is full of quality minions, you can probably afford to trade a little more often in order to consolidate a larger board presence over the coming turns.

3.2. Mulligans & Matchup Specific Strategies

General Mulligan strategy involves looking for N'Zoth's First Mate, Hobart Grapplehammer, and Small-Time Buccaneer.

Against decks that have an early minion presence of their own such as Zoo Warlock and other Aggro decks, you will want to mulligan aggressively for N'Zoth's First Mate and Fiery War Axe in order to control their board in the early-game. Against slower decks, you will often need to throw away weapons from your opening hand in order to pick up more minion presence to pressure them more efficiently in the early-game.

It also goes without saying, but you should never keep Patches the Pirate in your opening hand as you never wish to draw it.

Since we are at the start of a new expansion, class by class mulligans are not yet available since it is unclear exactly what each class will be playing. Check back as the meta evolves for a more in depth mulligan guide!

3.3. Card Swaps

Faerie Dragon is fairly interchangeable with the 1-drop Pirates in the deck. However, you always want to keep both copies of N'Zoth's First Mate and should keep at least 4 1-drop Pirates in your deck since they are incredibly powerful when summoning Patches the Pirate.

4. ChangeLog

  • 01 Dec. 2016: Deck Added.
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