Damien

Pirate Warrior Deck List

34 posts in this topic

This thread is for comments about our Pirate Warrior Deck List Guide.

Share this post


Link to post
Share on other sites
On 12/1/2016 at 10:41 PM, Keizoku said:

It should be Bloodsail Cultist in paragraph 3.1.4, not Bloodsail Corsair.

 

No love for Naga Corsair? Seems like a good fit for the deck, even at 4 mana.

Card was fixed.

As for Naga Corsair, I feel like the big downside is that it doesn't give you +1 durability. What would you hope to drop for it?

Share this post


Link to post
Share on other sites
7 hours ago, Blainie said:

Card was fixed.

As for Naga Corsair, I feel like the big downside is that it doesn't give you +1 durability. What would you hope to drop for it?

Mortal strikes?

I am saying this as 1 attack buffer together with the durability of the weapon, cultist and upgrades would give the same 4 damage. And this is not too situational and it is a pirate and it is a 5/4 body and also... I guess thats it.

So, I think its worth trying.

Against other aggro decks where mortal strikes will be 6 damage sometimes, having the body, and not exactly a small one I would say, will have a better effect, in my opinion of course.

Why I dont try this, I have like no cards from the set, only bought one with gold and 6 packs the game give. Nothing related to this deck sadly.

Share this post


Link to post
Share on other sites
12 hours ago, Blainie said:

As for Naga Corsair, I feel like the big downside is that it doesn't give you +1 durability. What would you hope to drop for it?

Yeah, +1/+1 would have been better, but it would have made for a crazy powerful neutral common.

Right now, I'm going to use one as placeholder for Hobart Grapplehammer. Didn't pull him yet and I have an already way too long list of more universally useful/archetype-defining legendaries to craft before him.

After that, it'll depend. The Flame Jugglers and Sir Finley Mrrgglton are going to have to go at one point, we'll see what to replace them with then. 

Share this post


Link to post
Share on other sites
On 12/3/2016 at 9:59 AM, FanOfValeera said:

Mortal strikes?

I am saying this as 1 attack buffer together with the durability of the weapon, cultist and upgrades would give the same 4 damage. And this is not too situational and it is a pirate and it is a 5/4 body and also... I guess thats it.

So, I think its worth trying.

Against other aggro decks where mortal strikes will be 6 damage sometimes, having the body, and not exactly a small one I would say, will have a better effect, in my opinion of course.

Why I dont try this, I have like no cards from the set, only bought one with gold and 6 packs the game give. Nothing related to this deck sadly.

You definitely don't cut MS's from the deck. Once your opponent starts playing taunts, MS is the only means of reach you have in the deck(unless you picked up hunter hero power), so you will just lose the game if you don't have it.

Share this post


Link to post
Share on other sites

I ran this deck for 30 games and took some notes.  

W/L of 21-9.  

Shamans were the biggest issue followed by Freeze Mage.  

Weapon removal tools can really be annoying and slow things down. 

The deck takes some getting used too this deck but it excels with a lot of early game tools that can have you dealing out major damage in the early turns.  Most games didn't last ten turns with about 40% of wins came by turn 6.  

The trick is getting into a groove and know when to hit the face and when to trade a minion.

Lastly Hunters, Druids, Warlocks and Mages about 2/3's of the opponent in the games.  

 

Share this post


Link to post
Share on other sites
12 hours ago, RavensMilk said:

I ran this deck for 30 games and took some notes.  

 

 

Did you run into Dragon/Reno Priest at all? I'm around 20-19 and every other game is against a Reno/Priest deck.  If you have how does an all out agro deck like this do against such control decks?

Share this post


Link to post
Share on other sites
19 minutes ago, Guest Aenohe said:

Hi

I can't get higher than rank 9. What am I doing wrong?

It's really hard to say without seeing or reading what you do at all. Most common mistake is trading too much.

Share this post


Link to post
Share on other sites

I don't have much experience with aggro warriors so I'm a little confused.

I know the best starting hand is the nzoth pirate, deckhand, and raider, since you get a weapon which buffs the raider and gives the deckhand charge.

 

But if I don't get a n'zoth or a weapon in my opening hand, when should I play the pirates?

Like should I still put out the raider as a 2/2, or hold it until i get a weapon? Should I put out the deckhand without charge?

And if I have those pirates and something like "upgrade", should I use it for its weapon on turn one, or save it until i get a real weapon or a n'zoth?

Share this post


Link to post
Share on other sites
52 minutes ago, Abelcain said:

But if I don't get a n'zoth or a weapon in my opening hand, when should I play the pirates?

Like should I still put out the raider as a 2/2, or hold it until i get a weapon? Should I put out the deckhand without charge?

And if I have those pirates and something like "upgrade", should I use it for its weapon on turn one, or save it until i get a real weapon or a n'zoth?

You can play most of the pirates even if you aren't getting much synergy out of them. You can play Bloodsail Raider a 2/3 if you have no better turn 2 play. If you haven't drawn Patches the Pirate, playing Southsea Deckhand on turn 1 without charge is often fine.
As for Upgrade!, you should attempt to avoid playing it as a weapon, and rather wait for a weapon most of the time.

Share this post


Link to post
Share on other sites

Hi,

I'm a relatively new player trying to learn how to play properly.

I was trying out this deck, but failing hard, so obviously I'm doing something (everything? :P) wrong.
I have real trouble when faced with big health taunts (Tar Creeper, Saronite Chain Gang, others..), where I have to trade a lot and loose minions/weapon's durability in order to go to face later, but then basically I loose board control and loose the game.

Some replays here. I'm aware of some noob mistakes I did (aka forgetting that Southsea Deckhand is NOT a battlecry, facepalm).

https://hsreplay.net/replay/9bx6jvTf4nFE554niPqmV8
https://hsreplay.net/replay/wrgZFNNspvfRTM5SRqkPBo
https://hsreplay.net/replay/8M96N2M7fHCCUqzmShpVf3
https://hsreplay.net/replay/FVDXsq7Jzh7qyjKN4CnVW2

Any help would be appreciated :)

Cheers

Share this post


Link to post
Share on other sites

Hey, I think it's not so much about you being a noob but more about pirate warrior being no longer that strong anymore.

Mr. Time to rotate out and the usual bunch of other pirates are doing well in Rogue and Druid Aggro decks, but for pirate warrior, he got his axe nerf, ppl got used to the plays he makes, they got a lot more experience and confidence against this type of deck as well as a lot of (often cheap) tools to slow him down and ending up as you described it.

When you get the perfect starting hand as well as drawing additional cards you need will probably still end in a win for you but feels definitely like a gamble deck.

I'm not sure this post is any help for you but I wish you luck in you games, warrior or not :)

  • Like 1

Share this post


Link to post
Share on other sites
5 hours ago, Caldyrvan said:

Hey, I think it's not so much about you being a noob but more about pirate warrior being no longer that strong anymore.

It never was that strong. Never. It always has been a one-trick pony of dealing so massive damage in the early game slower decks couldn't keep up. And it only got a chance to shine because of retards pro players going for Reno Jackson decks brainlessly skillfully trusting in 25+ extra hit points being enough to go the distance and polarize the meta into either hyper-agressive or control decks. Pirate Warrior specialized into (graphical description of sexual violence censored) those retards pro players before they even had the chance to slam dunk with Reno.

Now that decks are actually less retarded more tought out and more open to tempo plays and mid-range, Pirate Warrior logically falters since its only strength, to punish greedy control decks that believed early game happened to other people, is no longer applicable. Prince Keleseth gave it a bit of a second wind, but the next rotation removing N'Zoth's First Mate and Bloodsail Cultist will kill it dead on the spot in standard.

Edited by Keizoku
typos

Share this post


Link to post
Share on other sites

I seriously hope you guys are joking right now. We are talking about a deck which terrorized the Gadgetzan meta, actually until the half of Un'goro, it was the best deck in the game. Saying the deck is weak because it can only deal early burst damage, so it can punish control decks is like saying jade druid is weak because it takes advantage of meta being not as fast as before. Dealing 30+ damage in 4 turns is a serious power (quite a cancerous one tbh), which cannot be explained by characteristics of other archetypes, this is quite a limited view of the case.

Deck type sucks? No, it doesn't, there are only more counters to it, even jade druid, which was punished by aggro decks before, is good against them right now, and decks like murloc paladin, zoo and tempo rogue have a similar explosive start with more late game power.

As meta changes, pirate warrior is not the king, but don't let shi*lander priests fool you, remember several months ago, and how many pirate warriors you can play in row.

Also, N'Zoth's First Mate and Bloodsail Cultist are not the only cards which rotate out, Patches the Pirate is gone too, and that is the biggest loss.

All in all, I am glad that pirate warriors are not common, but this doesn't change the fact that they shaped the meta at some point. This is why even some renolocks started playing Bloodsail Cultist+Patches the Pirate, cutting some late game.

  • Like 1

Share this post


Link to post
Share on other sites
22 minutes ago, FanOfValeera said:

I seriously hope you guys are joking right now.

No, I'm not.

Quote

We are talking about a deck which terrorized the Gadgetzan meta, actually until the half of Un'goro, it was the best deck in the game.

No; it wasn't. Midrange Shaman and God Druid were much, much, much more oppressive than Pirate Warrior ever was in their respective metas.

Quote

Saying the deck is weak because it can only deal early burst damage, so it can punish control decks is like saying jade druid is weak because it takes advantage of meta being not as fast as before. Dealing 30+ damage in 4 turns is a serious power (quite a cancerous one tbh), which cannot be explained by characteristics of other archetypes, this is quite a limited view of the case.

And yet it's it's only strength, and an easily counterable one.

Quote

 decks like murloc paladin, zoo and tempo rogue have a similar explosive start with more late game power.

Hence why they are now played instead of Pirate Warrior: those decks are actually much more well-rounded instead of banking absolutely everything on wiining before turn 6.

Quote

 

As meta changes, pirate warrior is not the king, but don't let shi*lander priests fool you, remember several months ago, and how many pirate warriors you can play in row.

I do. I remember farming those netdecking retards that should never have climed past rank 20 pro players playing their "original content; do not steal" decks. And amusingly, they were less numerous than Cancer Shaman or Infinite Druid ever were (even though they lost just as hard by virtue of not knowing when to trade and/or commit a removal, but I digress).

Quote

Also, N'Zoth's First Mate and Bloodsail Cultist are not the only cards which rotate out, Patches the Pirate is gone too, and that is the biggest loss.

Those are the two workhorses of the deck, Patches is but the multiple-eyed floating cherry on top.

Quote

This is why even some renolocks started playing Bloodsail Cultist+Patches the Pirate, cutting some late game.

Retards Pro players realizing that early game wasn't something happening to other people and finding a way to avoid getting (graphical description of sexual violence censored), color me surprised. You do realize this is even more proof (if it was needed) Pirate Warrior was only ever really good at preying on slow control decks, right?

Share this post


Link to post
Share on other sites

Thank you all!

Any suggestion for a good learning deck that relies less on trying to kill in 4 turns, and more on actual skills in tempo/board control/etc..?

Cheers :)

Share this post


Link to post
Share on other sites

I'm not the best guide, I think :D .. anyway but I would suggest to try a Zoo Warlock you can find a nice list here Zoo Warlock Deck List Guide.

Don't be scared by some of them being more expensive, a zoo deck can be build cheap and still doing pretty well.

Zoo is good to learn things like board positioning, when to attack face or make minion trades and keeping board control. To learn when to use Life Tap or not, this may help you later with other kinds of Warlock decks too. A lot of players do not feel comfortable doing damage to themselves but Life Tap is one of the strongest (basic)hero powers, maybe the best :)

Edited by Caldyrvan
  • Like 1

Share this post


Link to post
Share on other sites
14 hours ago, Keizoku said:

No; it wasn't. Midrange Shaman and God Druid were much, much, much more oppressive than Pirate Warrior ever was in their respective metas.

If god druid is malygos druid, that deck was never oppressive, and really hard to play honestly, as a combo deck. If it is jade druid, well yeah, it is overwhelming.

 

14 hours ago, Keizoku said:

And yet it's it's only strength, and an easily counterable one

Go check tempostorm tier lists, not that they are a super viable source, but it is at least a source. Pirate warrior is top tier from Meta Snapshot#16 to #35. This is 20 snapshots, with around 2 weeks between each, which adds up to 40 weeks (almost 10 months, which is around 2.5 metas). Apparently, it is not easily counterable, or every single player who ever had his hands on HS is an utter idiot. How hard could it be to stop 30+ damage on 4 turns, right?

 

14 hours ago, Keizoku said:

You do realize this is even more proof (if it was needed) Pirate Warrior was only ever really good at preying on slow control decks, right?

Yet one of the best counters to it was Control Mage. Maybe it doesn't prey on control decks, but on 'greedy' decks, these are different things.

We can argue on how we define a 'strong deck'. Not a single deck in history of this game is good against everything. With this approach, we can go ahead and say that secrets paladin was weak af, it can only beat greedy control decks, and gets destroyed by everything else, especially combo decks, what a garbage, right?

Everyone is entitled to their own opinion in the end of course.

 

Edited by FanOfValeera
  • Like 1

Share this post


Link to post
Share on other sites
8 hours ago, FanOfValeera said:

Everyone is entitled to their own opinion in the end of course.

Indeed. Now please stop responding to me until you have learned to differenciate cause from effect, thank you!

Edited by Keizoku

Share this post


Link to post
Share on other sites

Pirate warrior wasn't, IMHO, the strongest deck. It was meta-defining: in that meta, you either played Pirate Warrior or a deck that counters Pirate Warrior. I remember Control Shaman in Wild was tier 1 in tempostorm list only because it was a good control deck against pirates.

A it was said, the power in pirate warrior lies in speed. You win in the first few turns; but as someone said, it was also is weakness, because it either win in the first few turns, or it lose badly. It was a "all in" deck based on dealing just the damage you need to win in the first 4/5 turns.

But it strength is not about power, but about speed. Winning in 4/5 turns means that the average time of a game is much shorter then any other deck I can think of that was played in that meta (face hunter wasn't good enough, face shaman was not as fast). Game shorter means more matches in the same time, more matches means more stars that may lead to legend.

This is why pirate warrior was played so much that it could polarize the ladder and make it "you either played Pirate Warrior or a deck that counters Pirate Warrior". Because remember, being the most played deck doesn't mean that being the most powerfull deck in a format, as it is shown by tournament scene, often won by deck that doesn't go very well on ladder.

Share this post


Link to post
Share on other sites

Your content will need to be approved by a moderator

Guest
You are commenting as a guest. If you have an account, please sign in.
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Zadina
      Many players - initially from Korea, but then from all regions - have received a survey about Hearthstone and the latest expansions. One of the questions of the survey asks players how likely they would be to to play the card game within the next 30 days, if there were no Blizzard sponsored tournaments.
      The question has made a lot of people nervous, given that Heroes of the Storm esports were recently axed and the game will go in maintenance mode in the near future. The climate is already heavy with the latest WoW expansion not being received that greatly and all the rumours about Activision meddling into Blizzard. The recent news about two Activision Blizzards CFOs leaving the company and Bungie (the developer of Destiny 2) jumping ship from Activision only managed to spark the rumours that things aren't going that well for Blizzard. Hearthstone also saw its game director and public face, Ben Brode, leave this year - along with other notable Hearthstone devs.
      Significant changed to the structure of the Hearthstone Championship Tour were announced less than two months ago, so Hearthstone esports have a future for 2019 at least. Of course, the conspiracy lovers immediately pointed out that HotS devs promised that HGC would continue in 2019, only to announce its cancellation less than a month afterwards.

      The full survey was shared on Reddit by u/HelixFossil89.
      It is important to put this matter into perspective without panicking. First of all, this was a single question in a 35-question survey about the game in general and Rastakhan's Rumble in particular. The conductors of the survey obviously want to get the general opinion of their playerbase on major issues. Just because they asked this particular question, it doesn't necessarily mean they are considering axing Hearthstone esports.
      Second, there is no indication that Hearthstone isn't doing well. Sure, it may have lost some players but it probably still is Blizzard's second best earner. Its competition has definitely not managed to thwart it and the latest balance changes - while they weren't exactly successful in creating a healthy meta - were received with excitement and positivity by most of the community.
      On the other hand, Blizzard has spent quite a lot of money on the Hearthstone professional scene and perhaps there is a limit of how much they can keep throwing at it. There is also the matter that even though Hearthstone has been successful as an esport, it has managed that without being taken totally seriously - even by its own players. The 2019 plans also seem a bit vague-ish, although it should be noted that the January qualifiers are well underway.
    • By Zadina
      This brand new Tavern Brawl challenges you to build a deck with cards from 2 Wild expansions and 2 Standard ones.
      Specifically, you will need to construct a deck using only cards from Goblins vs Gnomes, The Grand Tournament, The Witchwood and The Boomsday Project. We remind you that this month is dedicated to Wild mode with a new Wild Bundle and thematic Tavern Brawls being available.
      Newer players or players that don't have a lot of Wild cards in their collection can pick a Class and a single card and the game will autofill a deck for them with cards they don't have!
      If you don't have cards from GvG and TGT, but still want to make your own deck, Baku the Mooneater and/or Genn Greymane are your best bets. Odd Rogue and Odd Paladin are performing well and Even Shaman is also a decent choice.
      If you have all the cards needed, then it's a great opportunity to show off your Mech power. Mech Hunter and Mech Paladin are absolute beasts, with the Mechs from GvG and The Boomsday Project synergising perfectly.
      This is a very interesting Tavern Brawl, since it creates a whole new meta on its own and it satisfies the players who are asking for yearly/monthly rotations with a specific amount of random sets from all of Hearthstone's history. Sometimes, Tavern Brawls foreshadow future games modes so perhaps this is a small hint on something different being worked on!
    • By Starym
      Here comes another update, once again focusing on Arena balance as classes get the appearance rates of cards tweaked so everyone has a comparable win rate. We're seeing Hunters, Rogues and Warriors getting their rates nerfed, while Druids, Mages, Paladins, Shamans and Warlocks get theirs buffed. This is coming after the more comprehensive update last month that saw some bigger Arena changes, including the removal of Mind Control Tech.

      We're also getting changes to Rumble Run in this update, featuring better synergy for your shrine with new cards picked, boss deck adjustments and the ability to re-pick the shrine you lost with. Check out the full details below:
      January 10 (source)
      This Hearthstone update mixes Rumble Run up for a refreshing new change, while also bringing in some updates to Arena buckets together with the cessation of December 2018’s dust refund. Read on for details!
      Arena Updates
      Following our Arena update last December, we have adjusted the appearance rate of each individual card available in Arena to ensure the overall win-rate of each class remains as close as possible to our ideal of 50%.
      Hunter, Rogue, and Warrior have had the average quality of their Arena picks lowered. Druid, Mage, Paladin, Priest, Shaman, and Warlock have had the average quality of their Arena picks raised. December Update
      The dust refunds that were available following our last update in December 2018 are no longer available as of this post.
      Rumble Run Changes
      Champions, rumblers, and trolls of all sizes! We’ve watched you spend a month punching faces in the Rumble Run, and we think there’s room for some changes based on how things have gone. Here’s what’s new with the Rumble Run.
      Weighted Card Rewards We’ve increased the possibility of synergistic cards for your shrine appearing more often. One of our primary goals with this mode was to showcase the nine troll champions and have you really get to know them. We wanted you to “live the dream” of fighting in the Gurubashi Arena, and to do so, we had to make sure that each Run had its own strong theme. Adjusting the card bucket offerings for decks and re-adding bonus buckets will help strengthen that experience.
      Boss Deck Adjustments One of our design goals with the Rumble Run was to provide huge, overpowered combat. Balancing at such a high power level is a challenge. When it works, it works great. You get epic, monumental combat against overwhelming odds. But when it doesn’t work, it feels random and swingy – like when the AI pulls an overwhelming combo. And since no one likes being repeatedly hit in the face with a club, we’ve pruned some of the power from the boss decks so that your Runs will play out more moderately. We have a lot of data about which bosses have the biggest body counts, and we’ve used that to target the worst offenders. Rumble Runs are now a little easier, but more importantly, they’ll feel a little more fair.
      Shrine Selection Changes In early builds of the Rumble Run, we allowed players to pick a class and shrine before playing. What we found was that playtesters immediately picked their favorite class, gravitated to a certain shrine, and played that shrine repeatedly.
      We had wanted to encourage players to try different shrines, especially to experiment with stuff they normally wouldn’t, so we put the current random shrine drafting in place. While that helped achieve our initial goal, it removed that feeling of mastery – the ability to choose a shrine and play with it until you feel you’ve mastered it or exhausted its possibilities.
      So we want to bring that back. With this update, whenever you lose, you can expect to always be offered the shrine you just lost with. The shrine that the boss used to beat you in your last run will also be offered, per the status quo.
      Some Final Rumble Ruminations
      We always prefer to experiment, try extreme ideas, and get feedback rather than play it safe. In true troll fashion, we went big with the Rumble Run and tried some different ideas to give this expansion a unique feel and to capture the thrill of stepping into an arena against known opponents for some superpowered brutality. It’s wallop or be walloped in there, for better or for worse.
      One of the things we experimented with—and heard great feedback on—was about the earlier pack rewards for the Rumble Run. Previous Hearthstone missions awarded packs via quests for completing content. For The Boomsday Project, we gave packs out without a quest to celebrate the launch of the expansion’s missions. This time around, we front-loaded the rewards and gave players three extra packs on launch day instead of during the Rumble Run. We felt that packs might be more interesting to people during the initial weeks of the expansion.
      As many of you have pointed out, this decision just made the missions feel especially un-rewarding. It’s always more gratifying to earn packs by competing a quest, rather than just being given them. To this end, we’re adding the new quest described above, and going forward, we’ll keep this feedback in mind for the launch of new single-player content.
      We had a ton of fun making mode and really appreciate the time that many of you took to write out thoughtful feedback. Everything we learn helps make future content better.
      And now, it’s back to the Rumble Run!
    • By positiv2
      This thread is for comments about our Imperius guide.
    • By Zadina
      This January is dedicated to the Wild format: apart from the Wild Open qualifiers taking place this month, you can now get a card Bundle with packs from previous expansions that are not usually available.
      The Wild Bundle contains 10 packs from each of the following expansions, that have rotated out of Standard: Goblins vs Gnomes, The Grand Tournament, Whispers of the Old Gods and Mean Streets of Gadgetzan. The Bundle costs 25 Euros or 25 USD.
      If you are interested in the Wild format - or perhaps you even want to complete in it, the Wild Open qualifiers will be taking place this January.
      Lastly, most Tavern Brawls are in Wild and this will continue being the case throughout this month.