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Rogue Oil Pirate Wild Deck

Last updated on Jul 08, 2015 at 20:15 by Sottle 24 comments

Table of Contents

The following deck is a Pirate/Oil Rogue hybrid, that takes the shell of the popular Oil Rogue archetype and replaces some of the mid-game stability cards with more early game Tempo and synergy in the form of Pirates. It can be extremely successful and offers some favourable matchups over regular Oil Rogue, such as against Druid. It also offers a great alternative for people who are looking to play something a little different on ladder or make the most out of their Pirate card collection.

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. Rogue Oil Pirate Wild Deck

Our deck costs 5,080 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve


3. Strategy

This deck takes the shell of the successful Oil Rogue archetype and adds in Pirate synergy to create an interesting hybrid deck. It plays out more aggressively than standard Oil Rogue, as you are aiming to build a board early as opposed to waiting until turn 3 or 4 to start your development as in standard Oil Rogue decks.

Despite these differences, your early game turns will play out quite similarly to standard Oil Rogue decks, as it will usually be more beneficial to simply activate your Hero Power on turn 2, even if you have a 2-drop minion in hand. Managing the Rogue Hero Power is hugely important in the early turns. It is important not to waste charges of this weapon by attacking your opponent's face, as having a dagger available on as many turns as possible is much more important than doing 1 damage to your opponent. The exception to this rule is when you expect to have spare Mana the following turn to be able to use Dagger Mastery again. In this case, attacking your opponent is fine if there is no better target available.

In this deck, managing your Dagger usage is even more important since you play so many cards that rely on having a Weapon. Bloodsail Raider, Southsea Deckhand, and Dread Corsair all lose significant value if you do not have a Weapon equipped, which leads to attacking the opponent with your weapon very rarely being correct. The only situation you should consider attacking your opponent directly is if it sets up the win for the following turn.

Once you are ready to start building a board, this deck really begins to separate itself from standard Oil Rogue decks, it focuses on a more aggressive Tempo focused game-plan, aiming to drop synergistic minions and build a board in the early turns. However, it does have the backup plan available of playing a standard Oil Rogue control game if you do not draw into the necessary cards in order to be aggressive in the early-game. If you are forced to control the board early, you can do this very effectively using Rogue's large pool of efficient board control tools like Backstab, Deadly Poison, SI:7 Agent, and Eviscerate. SI:7 Agent is a particularly powerful card in the early game as it can quickly reverse the tempo on your opponent by removing one of their minions and giving them a problem to deal with, giving you a platform for you to build on for the following turns.

Generally, you should hold back on your minions until you are able to play them in combinations, or when activating their unique effects. For example, Ship's Cannon is usually best held until you are able to drop additional Pirates alongside it to create Tempo, likewise Dread Corsair and Bloodsail Raider should be held for a turn where they gain the benefits from having high attack weapons equipped.

Moving into the mid-game and late-game, you are aiming to continue to build a board advantage, compounding your minion pressure with removal spells like Eviscerate and Blade Flurry in order to keep the board clear and maintain pressure, with the eventual goal of finishing your opponent with a Tinker's Sharpsword Oil combo. This deck plays two copies of Southsea Deckhand to activate the combo even from an empty board, and combining this combo with further cards like Eviscerate and Blade Flurry can create huge amounts of damage in a single turn.

Preparation is a difficult card to use correctly, however, in this deck it is one of your most powerful options. The two best uses of the card are casting it to use Sprint for 4 Mana, quickly refilling your hand or creating huge card advantage, or using it in combination with a card like Azure Drake to swing the board in your favour by simultaneously dropping your own minion and creating extra Mana to still be able to remove an opposing minion. It also functions as an excellent activator for your Tinker's Sharpsword Oil combo.

3.1. Synergies & Combinations

This deck features numerous synergies between all the various Pirate cards, and making the most out of these interactions is key to the deck's success.

Southsea Deckhand + Tinker's Sharpsword Oil is your primary finishing combo from an empty board, and can create huge burst alongside additional cards such as Blade Flurry.

Preparation + Sprint is an outstanding card draw engine, drawing you 4 cards for 4 Mana.

3.2. Mulligans & Matchup Specific Strategies

In general you want to mulligan for a reasonable mix between removal cards like Backstab and Deadly Poison and early minion drops such as Bloodsail Raider and Ship's Cannon. Keeping a hand that is too focused on one or the other can lead you to being too limited in your options, so a strong mix is key.

When you have The Coin, or a Backstab in hand, you should consider keeping SI:7 Agent a lot more highly, since this is such a huge swing on the board if you are able to combo it early.

Against Heavy control decks like Warrior or Handlock, you can consider keeping the Preparation + Sprint combo, or either part thereof, in order to maximise your chances of drawing enough options to compete with them over a long game.

If you have Deadly Poison in your opening hand, you can consider keeping Dread Corsair for early tempo.

3.3. Card Swaps

One Southsea Deckhand can be cut from the deck in favour of a Goblin Auto-Barber in order to create more options for weapon buffs in the deck, which in turn increases the potency of several of your Pirates.

One Tinker's Sharpsword Oil can also be cut from the deck for the above change, or for a Southsea Captain if you would like to go for a more minion focused, and less burst focused deck.

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