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Rogue Pirate Wild Deck

Last updated on Nov 08, 2015 at 15:28 by Sottle 23 comments

Table of Contents

The following guide outlines how to play Pirate Rogue. The Grand Tournament introduced various new Pirate synergy cards that actually allow you to fill a deck adequately, without having to include extremely subpar cards like Bloodsail Corsair. Although the deck is perhaps still outclassed by other aggressive options, it does offer some unique strengths, like the fantastic Ship's Cannon.

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 Pirate Wild Deck

Our deck costs 6,620 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve


3. Strategy

Pirate Rogue is a fun, aggressive deck, that prior to The Grand Tournament was always a few cards short of being a complete package. However, now with the introduction of new Pirates, there are finally enough to build a full synergy deck. Although it offers very few benefits over many other aggressive decks, it is a lot of fun to play, and allows you to get some use out of those Pirate cards in your collection.

The early-game turns in this deck are quite complex, as many of your early-game cards either rely on you having a weapon equipped already, or gain additional value if they are combined with other cards. Because of this, it is rarely too far from correct to simply use your Hero Power on turn 2, and then start developing from there, especially if you have been able to get a Buccaneer on the board on turn 1. From this point, you can then start to get decent value out of your cards such as Bloodsail Raider and Dread Corsair.

Ship's Cannon is one of the strongest cards in the deck, and now that you have enough Pirates to ensure good value from it, it is actually relatively consistent as well. If you are able to drop your 1 Mana Pirates, and cheap Dread Corsairs alongside a Ship's Cannon, the amount of clearing power or direct damage you can create can quickly overwhelm your opponent.

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.

From this point, you should simply aim to develop your board as efficiently as possible, taking advantage of the Pirate synergies from cards like Southsea Captain to create pressure on your opponent. Your damage spells like Eviscerate and Backstab should be used to clear the path of minions, allowing your own minions to gain repetitive damage. The only thing to watch out for during this period is key board clear turns from your opponent. Be aware of which turns each deck can activate their AoE on, and try to slow down for one turn to test them for the removal. If it appears they do not have the AoE, it is usually right to push all-in and try to race them before they draw it.

Blade Flurry is included in the deck as both a board clearing tool, and a source of burst damage. Between Buccaneer, Captain Greenskin, Deadly Poison, and Tinker's Sharpsword Oil you will often have a large weapon, which makes Blade Flurry a very efficient card. This is also one of your key finishers, as this deck still plays the classic Oil Rogue combo of Southsea Deckhand, Tinker's Sharpsword Oil, and Blade Flurry.

Skycap'n Kragg is also included in the deck as another late-game power card, but it should not be viewed as an outright finisher, but as a card that often helps you to fight for board control, similar to a Doomguard in Warlock Zoo decks. It is a versatile card that can provide extra burst damage or pressure when needed, but without additional buffs in the deck like Cold Blood, it will often be best used as a trading tool.

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.

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.

If you have the Ship's Cannon, then you can keep a hand full of cheap Pirates and forego looking for removal spells, as you will rely on your Ship's Cannon functioning as removal for you.

Buccaneer is a fantastic card in most matchups, and should always be mulliganed for.

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.

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

3.3. Card Swaps

The number of Saps and Blade Flurrys in the deck can be adjusted depending on which you find more use for.

Sap or Blade Flurry can be removed from the deck to make room for Shady Dealer to create a more proactive minion based strategy.

4. ChangeLog

  • 08 Nov. 2015: Removed 1 x Blade Flurry, 1 x Shady Dealer, 2 x One Eyed Cheat, 1 x Sprint for 2 x Azure Drake, 1 x Sap, 1 x Dr. Boom, 1 x Southsea Deckhand.
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