Quest Pirate Warrior

Last updated 2 weeks, 1 day ago
  • Archetype Pirate Warrior
  • Format Wild
  • Deck Type Ranked
  • Crafting Cost 6100
  • Your Cost Coming Soon
RavenSunHS's Avatar Registered User 6

Yes, i said it: QUEST Pirate Warrior.

I am not entirely mad, i just received Hack the System as my freebie, and i thought i could actually try it in a functional deck.

I don't even like Warrior, but i always kept the cards for PW for dailies, and here we go.

Still very similar to ol' PW, but I optimized it for the Quest. Weapons choice is optimized to complete the Quest ASAP, hence the cheap ones.

Turns out the deck is more consistent than it seems.

 

It has a worse start ofc, but it can keep MUCH more pressure going through the game (eg i just hacked through a Reno Hunter despite him playing both Reno and Brann).

Feel free to replace 1x Fiery War Axe with an additional King's Defender. I didn't do that just to keep the cost of the deck as low as possible.

 

Mulligan &  Strategy

Just keep the Quest, and hard-mulligan for a weapon or Forge of Souls. Adjust the rest to play on curve.

Notice that Heroic Strike counts towards the Quest. It's just a bad turn-2 play in general, so you should NOT keep it in mulligan.

You don't even need to complete the Quest to win, but you should still try and optimize your moves to complete it ASAP, unless ofc in some turns you have much better choices than equipping a weapon.

 

 

Comments

  • Noctys's Avatar 20 2 Posts Joined 08/07/2019
    Posted 1 week ago

    No way to draw cards and not a lot of synergy between things. Needs work

    -1
  • sto650's Avatar 180 91 Posts Joined 03/30/2019
    Posted 1 week, 6 days ago

    You need to drop something and put another N'Zoth's First Mate. I'm stunned that you want to complete the quest super early, but then only include one copy of your best way to get a weapon up and running on turn 1.

    1
    • RavenSunHS's Avatar 355 516 Posts Joined 03/27/2019
      Posted 1 week, 6 days ago
      Quote From sto650

      You need to drop something and put another N'Zoth's First Mate. I'm stunned that you want to complete the quest super early, but then only include one copy of your best way to get a weapon up and running on turn 1.

      You are forgetting that you are playing the very Hack the System on turn 1.

      We could argue that the quest could be ditched in mulligan, but then why even including it? Classic PW would be just better. We could also argue about going 2nd, but it's not wise to deckbuild that way.

      The deck is optimized around the quest, so you start swinging at turn-2, when N'Zoth's First Mate is already a sub-optimal play for removing something, hence why i included it just as a 1x. Woodcutter's Axe is what you want to have early on.

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      • sto650's Avatar 180 91 Posts Joined 03/30/2019
        Posted 1 week, 5 days ago

        Or you can play N'Zoth's First Mate on turn 1 and, you know, wait to swing the weapon until you play the quest on turn 2, possibly alongside Upgrade!. A turn 2, 2/4 weapon is not better than a 2/2 weapon at all (nor does it complete the quest entirely on its own). But you do whatever you like. If I open a copy of the quest, I'll be dropping a Rabid Worgen that is not a pirate and has no weapon synergy, in favor of another N'Zoth's First Mate which is a pirate and creates a weapon out of thin air.

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        • RavenSunHS's Avatar 355 516 Posts Joined 03/27/2019
          Posted 1 week, 4 days ago
          Quote From sto650

          Or you can play N'Zoth's First Mate on turn 1 and, you know, wait to swing the weapon until you play the quest on turn 2, possibly alongside Upgrade!. A turn 2, 2/4 weapon is not better than a 2/2 weapon at all (nor does it complete the quest entirely on its own). But you do whatever you like. If I open a copy of the quest, I'll be dropping a Rabid Worgen that is not a pirate and has no weapon synergy, in favor of another N'Zoth's First Mate which is a pirate and creates a weapon out of thin air.

          Excuse me, but what is the point in equipping the Hook and waiting to swing it?!? You are still starting the quest no earlier than turn-2!

          And what happens if you do not get Upgrade! On turn-2? (It would imply a 3/3 succesful mulligan).

          Do whatever you want, but you should have solid arguments before using that patronizing tone with people...

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          • sto650's Avatar 180 91 Posts Joined 03/30/2019
            Posted 1 week, 4 days ago

            Getting two specific cards in the mulligan, or in the first two draws, is not that unreasonable. As for why it's better to play a minion on turn 1 with a tempo oriented deck, surely you can see that the point of playing the First Mate is that it's a body on the board. Turn 1 quest does nothing for the board state. Turn 1 First Mate does. AND you have the advantage of a possible huge upside with the move I mentioned in my comment. I apologize for the patronizing tone, but you seem to think I don't have a valid point. When you responded as though I hadn't considered that the quest has to be played, it irritated me that you assumed I had no idea what I was talking about, when in fact, I do.

            I played a lot of pirate warrior back in the day - having a First mate down turn 1 has ALWAYS been the best possible turn 1 play with the deck. That should still be true, even if you're trying to focus on swinging weapons. And even back then, I did not always swing on turn 1 with the rusty hook.

            Summary: If you play N'Zoth's First Mate on turn 1, and wait to play the quest turn 2 and then swing, here's what you get:

            -A 1/1 pirate on the board (if it sticks it can help to activate your Bloodsail Cultist - unlikely, but possible)

            -A 1/3 weapon that could possibly be upgraded, and which can trigger a 3/3 2-drop with the Bloodsail Raider if you have the coin.

            -3 guaranteed swings toward the quest, and possibly a 4th (unless your opponent oozes it, which is fine, since that means they didn't ooze your higher attack weapons)

            If you play the quest on turn 1 you get ... none of that. You equip a weapon turn 2, and still have no minion on the board until turn 3, unless you coin a 1-drop on turn 2.

            1
            • RavenSunHS's Avatar 355 516 Posts Joined 03/27/2019
              Posted 1 week, 4 days ago
              Quote From sto650

              Getting two specific cards in the mulligan (or in the next two draws) is not that unreasonable. As for why it's better to play a minion on turn 1 with a tempo oriented deck, surely you can see that the point of playing the First Mate is that it's a body on the board. Turn 1 quest does nothing for the board state. Turn 1 First Mate does. AND you have the advantage of a possible huge upside with the move I mentioned in my comment. I apologize for the patronizing tone, but you also seem to think I don't have a valid point. When you responded as though I hadn't considered that the quest has to be played, it irritated me that you assumed I had no idea what I was talking about, when in fact, I do.

              I played a lot of pirate warrior back in the day - having a First mate down turn 1 has ALWAYS been the best possible turn 1 play with the deck. That should still be true, even if you're trying to focus on swinging weapons. And even back then, I did not always swing on turn 1 with the rusty hook.

              Sure no problem. I see your point, I just don't see how it can be *consistently* better.

              I think your point is absolutely indisputable in ol' PW: without the Quest, mate is one of the best turn-1 plays, if not the best entirely.

              But you can test yourself, having the quest, the mate and upgrade together in your mulligan is a VERY unlikely occurrence. The quest is actually forced in your hand, but you  can still replace it with a random jolly card, and have a series of mulligans: see how often the 3/3 happens.

              So, since that occurrence is unreliable (although surely better when it happens), in general, your turn-1 would be: 1/1 1/3 and (1) left (because you played the Quest). At that point your ping is pretty bad (and/or you'd have to sacrifice the mate itself), so having a Woodcutter's Axe instead would be just as good to clear something (say a totem or a murloc), and recuperate the Tempo loss caused by the Quest.

              The axe is also much better later in the game, in case you simply have to burst some face damage, and it has synergy with Forge of Souls. This is not true for the mate.

              So I don't think your point is invalid, but I don't see the mate being so superior as to warrant a 2x in the average scenario of this deck.

              For related reasons, I feel much safer with a Rabid Worgen for recuperating the Tempo loss caused by the Quest, or simply to place a body that cannot be easily pinged away. The rush synergy with Axe is just a bonus.

              I'm sure you can come up with a variation with 2x Mates and maybe Southsea Captain or Nightmare Amalgam, and I'm sure it'll be good enough. I just don't think it'll be so clearly superior to this one.

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              • sto650's Avatar 180 91 Posts Joined 03/30/2019
                Posted 1 week, 4 days ago

                Again, in order to get the Upgrade!, it does not have to be the mulligan. You get two draws before you have to play a card on turn 2. Also, stop comparing it to the woodsman's axe. I did not advocate trading out the axe for a First Mate. I suggested trading the worgen. All of the moves you are advocating are still possible if you swap one worgen for one First Mate. But you get double the chance of a much better opening. As I said, your choice.

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  • Hydrafrog's Avatar 260 140 Posts Joined 05/28/2019
    Posted 2 weeks, 1 day ago

    If you're doing Wild, with the way that Pirate Warrior runs, why not put in Fool's Bane or Sul'thraze?  Pirate Warrior uses the Hero to attack the opponent's minions and then lets their minions kill the opponent.  Not to mention, they work in conjunction with Hack the System and Anraphet's Core.  You attack multiple times in a turn, and then create a bunch of 4/3's to kill your opponent. 

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    • RavenSunHS's Avatar 355 516 Posts Joined 03/27/2019
      Posted 2 weeks, 1 day ago
      Quote From Hydrafrog

      If you're doing Wild, with the way that Pirate Warrior runs, why not put in Fool's Bane or Sul'thraze?  Pirate Warrior uses the Hero to attack the opponent's minions and then lets their minions kill the opponent.  Not to mention, they work in conjunction with Hack the System and Anraphet's Core.  You attack multiple times in a turn, and then create a bunch of 4/3's to kill your opponent. 

      I thought of that, but the reason for not including them is simply their mana cost: turn-5 is just too late to start swinging. Even worse with turn-6. They are also incredibly conditional about the state of the board.

      Instead, this is still a kind of Burn deck: it trades some early Aggressiveness in favor of some extra Reach later on. So you want to clear the board with weapons just during the early turns at most. Face is the place later on (or mostly so).

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