Warning It appears that you may be blocking the ads, and we are fine with it (read more here). That said, it would really be awesome if you decided to whitelist our website or make a donation :) You can also send us Bitcoins (1DEkropiHPWBmfJxogFaXQscfzhmdpTti4)!

Pirate Aggro Rogue Wild Un'Goro Deck

Last updated on Apr 02, 2017 at 07:05 by Pesty 2 comments

Table of Contents

The following guide outlines how to play Aggro Rogue effectively. Aggro Rogue is a very strong meta-counter deck when you are facing a lot of decks that try to race you down such as Pirate Warrior. Despite this it is also effective at rushing down slow Control decks such as Renolock since it can kill them before any of their powerful cards become available.

1. About the Author

This deck is presented to you by Pesty, a professional Hearthstone player playing since closed beta. He is a consistent legend player in both Wild and Standard with multiple high-rank finishes.

2. Pirate Aggro Rogue Wild Un'Goro Deck

Our deck costs 4,280 Arcane Dust and it is made up of the following cards.

Rogue Cards Neutral Cards

2.1. Mana Curve


3. Strategy

3.1. General Playstyle

Aggro Rogue is one of the most relentlessly aggressive decks that you can play in the entire game. It is not only well equipped to win early-game board battles against other aggressive decks, but can also output so much damage so quickly that Control decks will not have a chance to gain a foothold in the game.

3.2. Key Skills

3.2.1. Trade or Face?

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 deck is so aggressive, the mentality is tipped heavily in favour of pushing damage where you can. You can use tools like Backstab and your Wicked Knife to control the board and allow repetitive damage from your minions, but for the most part you should establish yourself as the aggressor. Trading is more beneficial if you are looking to protect your high attack minions such as Bloodsail Raider or a minion buffed by Cold Blood. In this case, trading effectively can you allow you to more reliably stick a target to the board.

3.2.2. Evaluation your Outs and Setting Up Lethal

Very commonly with this deck you will find yourself in the situation where you are relying on the right draws from your deck to be able to finish the game. In this situation it is important to accurately evaluate the play that gives you the highest percentage chance of finishing the game. For example, small 1-drop minions like Argent Squire are often better held in your hand if your hand is otherwise empty. This means you can immediately activate a card like Eviscerate or SI:7 Agent for direct damage. Even a card like Southsea Deckhand which represents immediate damage might be better held in hand if you require exactly Cold Blood to finish the game. It is also important to sequence your finishing damage correctly. For example, if you have Charge minions in hand, you should play these first to be able to get the damage through before a Taunt comes down, and then follow up with damage like Eviscerate and SI:7 Agent that can ignore Taunt.

3.2.3. Early-game sequencing and Weapon Management

Since this deck is so aggressive, you will live and die by the decisions that you make in the early-game. Cards like Buccaneer, Ship's Cannon, Southsea Deckhand, Deadly Poison, Bloodsail Raider, and Dread Corsair all interact with each other in different ways. Playing out a hand that contains these cards can be tricky, and you will need to carefully plan the correct order. Starting with your opening hand you should plan out towards turn 3, also factoring in the likelihood of drawing additional 1 and 2-drops (which is very likely). The first thing to consider is which order will create the maximum amount of damage from those opening 3 or 4 turns, but as you get more advanced with the deck, you can start to factor in the likely responses that your opponent will make, and which sequencing will be able to push the most damage through their removal options, or be able to make the most effective trades against their curve minions.

Managing your Dagger is also very important. Since you have so many cards that are effective when you have a weapon equipped, the Hero Power is a crucial part of your curve. Essentially, every time you choose to attack with your dagger, you are spending one additional Mana over the course of the game, since it is likely you will want to re-Dagger again in the near future to activate synergy. This creates a real dilemma in the deck since you do not want to be missing damage by failing to swing enough, but swinging too much will interrupt your curve and slow down your development. Always consider your Dagger usage when planning out the curve as laid out in the above paragraph.

3.3. Mulligans & Matchup Specific Strategies

Mulligan as hard as possible for a 1 Mana Pirate as getting Patches the Pirate out on turn 1 is way more powerful than on any other turn. Of course this means that Patches himself should not be kept. If you have the 1 Mana Pirate and The Coin, you can keep Cold Blood to be able to immediately Charge a 5/1 minion on turn 1. Cold Blood is also a strong keep if you have Argent Squire.

Against more aggressive decks like Pirate Warrior, the greedy Cold Blood keeps listed above are less effective and you should look for maximum board presence in the early-game with the cheap Pirates alongside Argent Squire and Backstab.

3.4. Card Swaps

Goblin Auto-Barber can be swapped for Loot Hoarder to allow the deck to provide allow slightly longer games against Control decks.

4. ChangeLog

  • 02 Apr. 2017: The deck has been reviewed and deemed appropriate for the Journey to Un'Goro meta.
  • 21 Dec. 2016: Deck added.
Force desktop version
Force mobile version