- Pirate Warrior
This is very much a typical Pirate Warrior deck, but it's very fun to play. Your ideal goal is to complete the Quest and use that as a game finisher, but the deck is aggressive enough to where completing the Quest is not always needed.
Couple notes to keep in mind:
- You have a lot of weapons, so use them! Don't be afraid to swing with them as often as you can. In fact, weapon output will go quite a ways with the deck.
- If you have both of them in your opening hand, you may consider playing Whetstone Hatchet on turn 1 instead of Quest. In addition to keeping some early game pressure on your opponent, it will also allow you to play a Sword Eater on turn 4 without losing a swing of the Hatchet to maximize your weapon output.
- Don't be afraid to play a Bloodsail Raider on turn 2 without a weapon if you really need to. It is after all still a 2/3 for 2.
- Order of operations is key with cards like Bloodsail Deckhand. Remember that you may want to play a weapon first, then Deckhand to carry the discount over to the next weapon for maximum mana efficiency. Same thing applies to Reaper's Scythe and spells.
- A notable pull from Athletic Studies is Fleethoof Pearltusk. The only card that can Corrupt it is Cap'n Rokara (or an undiscounted Cutting Class), but its 8/8 Rush body makes it a strong way at dealing with Questline Rewards and will leave you with an 8/1 on the board. Athletic Studies in general has a lot of good pulls!
- Remember that you might get a Bulwark of Azzinoth from The Juggernaut which can save you a game if you pull it at a critical moment.
- The deck very likely still has room for improvement and if you can make it better, then I'm all for it!
- And most importantly, have fun! It's arguably what the deck does best at if you ask me.
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