Pirate Warrior has nothing on Aggro shaman that deck is dumb in the worst way
Being dealt 58 damage in 8 turns is a serious problem. Good lord Blizz, how have you not nerfed trogg or spirit claws?
Well I must be doing something wrong because every time I equip my Doomhammer there's an ooze waiting. And this is after one or two Spirit Claws usually.
I think the Jade Claws/Jade Lightning version is better than the Spirit Claws version, imo.
Spirit Claws have historically always been kinda awkward in Aggro Shaman. Aggro Shaman doesn't use Hero Power as much as Midrange, and the only spellpower minion they run in that version is Thalnos (I suppose you could run Drakes too but that starts to make your deck a bit slower).
Jade Claws are like, perfect for what Aggro Shaman wants to accomplish. It's a 2/2 weapon, with overload (heyooo Trogg synergy), and it creates a minion. That's a lot better for Aggro Shaman than Spirit Claws, imo, because there's no conditional and it's 100% reliable in what it does. It fits the curve better too, Buccaneer/Trogg Turn 1 into Jade Claws Turn 2 is a lot less awkward than Spirit Claws Turn 2.
Jade Lightning is your new Crackle replacement and it feels fucking great. It's extra burn or removal in a pinch, and this one doesn't overload (which is good if you're using Jade Lightning on Turn 4 as to not mess up your Doomhammer turn).
Here's the list I've been using:
Also yeah I mean, you're gonna get your Doomhammer Ooze'd sometimes. It happens. Just gotta roll with it.
I'm still debating on making Patches. What would you recommend as a substitution till I craft him?
There is no substitute. Patches makes a difference in literally every. single. game. you will play with a pirate deck.
But maybe you could replace it with a horserider or ancestral knowledge or something.
Yeah there's no substitute at all.
Patches isn't directly breaking the rules but it's as close as you're going to get to directly altering the rules of the game in your favor.
As in. Build a deck of 29 cards and play a free 1/1. Your opponent builds a deck of 30.
0
GrobianWhat's on sale?Pliers!Registered Userregular
edited December 2016
Ok my Priest opponent just played
turn 3 Kabal Courier
turn 4 Kazakus
turn 5 Kazakus again (from Courier!)
turn 6 Reno for 22
turn 7 Raza
If I were inclined to removal then Bomb Squad and Moat Lurker could be decent too. This deck just does not give a fuck about your board clears, and evolving a Jade Chieftain after it takes a swing is pretty funny.
-2 Sinister Strike
-2 Swashburglar
-1 Youthful Brewmaster
-1 Dark Iron Skulker
+2 Shadowstep
+1 Sap
+2 Fan of Knives
+1 Ragnaros the Firelord
Sinister Strike got replaced for Shadowstep for better Jade combos. Swashburglar was actually decent but didn't really fit the theme. Fan of Knives was for more card draw because the deck was feeling super slow. One of the Youthful Brewmasters and the Dark Iron Skulker were cut because they were slow and just being dead weight in my hand. Rag added for end game because Rag. Sap because Sap (thinking of cutting the other Youthful Brewmaster for a second Sap).
Any thoughts on what I could do to keep improving it? (Aside from magically pulling legendaries I don't have out of nowhere?)
whoops I made an error in my list, I forgot to add the jade spirits. This means I'm only running 1 arcane giant and 1 ancient of war.
Funny story: I was talking about cutting gadgetzan for an extra moonglade portal? Did just that. First game i start, playing moonglade on t5 pulls an auctioneer...And this time he was crucial to me winning the game. So now I'm not sure anymore lol.
Say I have around 1700-2400 dust and I want to craft a legend from the new set (and epics). What would you choose?
Legendaries from the set are mostly tied to their respective decks. What deck do you feel like playing, or what style of decks do you prefer?
I like Rogue even though I might not be great at it. I keep seeing that Druid is ridiculous with Jade Golems, so that makes me interested. Shaman and Mage are interesting too.
-2 Sinister Strike
-2 Swashburglar
-1 Youthful Brewmaster
-1 Dark Iron Skulker
+2 Shadowstep
+1 Sap
+2 Fan of Knives
+1 Ragnaros the Firelord
Sinister Strike got replaced for Shadowstep for better Jade combos. Swashburglar was actually decent but didn't really fit the theme. Fan of Knives was for more card draw because the deck was feeling super slow. One of the Youthful Brewmasters and the Dark Iron Skulker were cut because they were slow and just being dead weight in my hand. Rag added for end game because Rag. Sap because Sap (thinking of cutting the other Youthful Brewmaster for a second Sap).
Any thoughts on what I could do to keep improving it? (Aside from magically pulling legendaries I don't have out of nowhere?)
I would not run Gang Up without Auctioneer, and as Rogue has to wait a turn for the deathrattles to trigger I am not sure about the value there. Do you have Barnes? He has good synergy with deathrattle and bounce effects.
Journey Below gives you around a 50% chance of seeing an extra Swarmer or Aya. Counterfeit Coin and Tomb Pillager are helpful for awkward combo activations, and provide draw with Gadgetzan. Alternatively, Lotus Agents add a bit more Brann synergy and you can discover more Jade cards that way.
Pirate Warrior has nothing on Aggro shaman that deck is dumb in the worst way
Being dealt 58 damage in 8 turns is a serious problem. Good lord Blizz, how have you not nerfed trogg or spirit claws?
Well I must be doing something wrong because every time I equip my Doomhammer there's an ooze waiting. And this is after one or two Spirit Claws usually.
I think the Jade Claws/Jade Lightning version is better than the Spirit Claws version, imo.
Spirit Claws have historically always been kinda awkward in Aggro Shaman. Aggro Shaman doesn't use Hero Power as much as Midrange, and the only spellpower minion they run in that version is Thalnos (I suppose you could run Drakes too but that starts to make your deck a bit slower).
Jade Claws are like, perfect for what Aggro Shaman wants to accomplish. It's a 2/2 weapon, with overload (heyooo Trogg synergy), and it creates a minion. That's a lot better for Aggro Shaman than Spirit Claws, imo, because there's no conditional and it's 100% reliable in what it does. It fits the curve better too, Buccaneer/Trogg Turn 1 into Jade Claws Turn 2 is a lot less awkward than Spirit Claws Turn 2.
Jade Lightning is your new Crackle replacement and it feels fucking great. It's extra burn or removal in a pinch, and this one doesn't overload (which is good if you're using Jade Lightning on Turn 4 as to not mess up your Doomhammer turn).
Here's the list I've been using:
Also yeah I mean, you're gonna get your Doomhammer Ooze'd sometimes. It happens. Just gotta roll with it.
I'm still debating on making Patches. What would you recommend as a substitution till I craft him?
Okay, so for a list without Patches (which can be done!), here's what I would recommend instead:
Southsea Deckhand isn't worth it without Patches. Buccaneers are still worth it on their own because they're a 1 mana 3/2, but Deckhands are there to make pulling Patches reliable. They obviously still have synergy with Jade Claws/Doomhammer, but there's better minions you can run instead.
You could also try running everyone's favorite 4 mana 7/7 instead, if you prefer.
It won't be as good as the Patches list, but it'll be, yknow, okay.
Can I just say thankyou @Dibby for posting your Aggro Shaman list last thread.
I'm currently on a 7 game winning streak down from rank 11 to rank 8, with 10 wins and 2 losses overall.
That deck is way better than pirate warrior, it also hard counters it with the Feral Spirits. I've had multiple pirate warriors just concede as soon as I drop one, let alone the second.
I have joined the Pirate Warrior crowd after cracking Patches last night. Wow. What an incredible aggro deck. I'm blitzing down everything by turn 8 and in some cases threatening lethal on turn 6. It seems really gross.
Imp-plosion was good because at worst it gave solid tempo with two 1/1s, and at best removal tied to an absolutely busted board state. That's not happening here until you're getting, like, a 3/3 out of jade lightning.
God, I still can't believe Imp-plosion was not "Deal 2-4 damage, summon 4 - [damage dealt] imps".
I have joined the Pirate Warrior crowd after cracking Patches last night. Wow. What an incredible aggro deck. I'm blitzing down everything by turn 8 and in some cases threatening lethal on turn 6. It seems really gross.
it is a worse deck than aggro shaman. It's more resilient and has much better top decks and flexibility in deck building.
So now I have to dust a ton of crap to make Patches. What am I supposed to dust people?
I agree with what everybody is saying about Patches being irreplaceable, buuut you can play the decks without him. They are just without question a tiny bit weaker. But it's not like trying to run Miracle Rogue without any auctioneers or something like that.
So now I have to dust a ton of crap to make Patches. What am I supposed to dust people?
I agree with what everybody is saying about Patches being irreplaceable, buuut you can play the decks without him. They are just without question a tiny bit weaker. But it's not like trying to run Miracle Rogue without any auctioneers or something like that.
Also...also you'll be spared the turn 1 "play pirate, hit end turn, say 'fuck'" thing if you don't have Patches. I'm like 20 games in and it still happens to me...every other game or so? I am dumb, and learn slowly.
Like how many times does the cage shock me before I stop touching it? Let's see.
3DS: 4098-4243-6127
0
Idx86Long days and pleasant nights.Registered Userregular
I am getting my ass kicked even by Pirate decks who don't have Patches.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
I wish I hadn't crafted the warrior legendary so fast. it still seems like a good card even if there's no real reason to play pirate warrior but we'll see.
at least patches will keep being worth it if I switch to shaman for the few aggro games I play here and there
I am getting my ass kicked even by Pirate decks who don't have Patches.
Yeha, you don't need Patches to win. It just adds that little bit of extra percentage points which makes a difference over time with how fast the Pirate games are.
I have joined the Pirate Warrior crowd after cracking Patches last night. Wow. What an incredible aggro deck. I'm blitzing down everything by turn 8 and in some cases threatening lethal on turn 6. It seems really gross.
it is a worse deck than aggro shaman. It's more resilient and has much better top decks and flexibility in deck building.
But does it have minions getting shot out of cannons?
Everything: Konphujun(#1458)
+1
OnTheLastCastlelet's keep it haimish for the peripateticRegistered Userregular
Is Patches really good or is it a joke? I can't tell? Does he keep coming back or do you just get him once? I mean he seems good don't get me wrong.
Is Patches really good or is it a joke? I can't tell? Does he keep coming back or do you just get him once? I mean he seems good don't get me wrong.
You get him once, and he is honestly good yes. It's for subtle, technical reasons, but yes he is good. Just imagine you start the game with an extra 1/1 on the board and your opponent doesn't, with no extra costs or anything, you basically just cheated and put an 1/1 on the board at the start of the game. Isn't that a nice advantage? It's not like starting with Ragnaros on the board or anything, but it still gives you a pretty distinct advantage.
Is Patches really good or is it a joke? I can't tell? Does he keep coming back or do you just get him once? I mean he seems good don't get me wrong.
Think about every time you were playing an aggro deck and you were short on lethal by on or two damage so you lost. With patches, you just won those games.
Is Patches really good or is it a joke? I can't tell? Does he keep coming back or do you just get him once? I mean he seems good don't get me wrong.
You get him once, and he is honestly good yes. It's for subtle, technical reasons, but yes he is good. Just imagine you start the game with an extra 1/1 on the board and your opponent doesn't, with no extra costs or anything, you basically just cheated and put an 1/1 on the board at the start of the game. Isn't that a nice advantage? It's not like starting with Ragnaros on the board or anything, but it still gives you a pretty distinct advantage.
I've had a number of games where he's still on the board on turn 3 or 4, plugging away because my opponent is busy clearing away actual threats. The 3 or 4 damage is nice, and you'd be surprised how often you get your pirate synergy from Patches because the rest of your board is clear.
Anything you try that isnt ruthlessly optimized gets destroyed by it, and even then - good luck.
Even strong taunts often fail. Flametongue is just so good for bursting through high hp early, then 6 direct damage spells to finish out the game.
The turn one buccaneer/deckhand + coin spirit claws is pretty nutso. Even if you drop doomsayer, you get blown out by flametongue or lightning bolt.
It's the deck that pirate warrior wishes it was.
Yep! And if you miss that opening - hey, you might just have to settle for tunnel trogg into golem. Then you can use that deckhand later when you've got the flametongue up for that sweet 7 damage for 1 mana balance.
Is Patches really good or is it a joke? I can't tell? Does he keep coming back or do you just get him once? I mean he seems good don't get me wrong.
Think about every time you were playing an aggro deck and you were short on lethal by on or two damage so you lost. With patches, you just won those games.
Providing you remember to wait for him to be summoned to attack with him.
Speaking of which, I now have a post-it on my monitor that reads "REMEMBER PATCHES!"
PSN: Holy-Promethium
+8
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
Reynad showed off a pirate dragon warrior list in his latest vod. Less all in, more midrange, still aggressive. I want to try it. I'm also going to try out the aggro Shaman with the Jade elements everyone's recommending. Honestly I like aggro decks, I think they are an important part of the ladder ecosystem. They're quick and fun. And playing them helps me understand their strengths and weaknesses.
I also spent a couple hours last night trying out variations of a handbuff paladin. First I tried it with a dragon package. Then with smaller minions, Small Time Recruits, into big endgame with Lightlord and Tirion. Those decks were bad. The only way I see it working is as an ultra aggressive deck that will always be worse than warrior and shaman versions.
I don't think the hand buff mechanic is all that good frankly.
Reynad showed off a pirate dragon warrior list in his latest vod. Less all in, more midrange, still aggressive. I want to try it. I'm also going to try out the aggro Shaman with the Jade elements everyone's recommending. Honestly I like aggro decks, I think they are an important part of the ladder ecosystem. They're quick and fun. And playing them helps me understand their strengths and weaknesses.
I also spent a couple hours last night trying out variations of a handbuff paladin. First I tried it with a dragon package. Then with smaller minions, Small Time Recruits, into big endgame with Lightlord and Tirion. Those decks were bad. The only way I see it working is as an ultra aggressive deck that will always be worse than warrior and shaman versions.
I don't think the hand buff mechanic is all that good frankly.
I agree, it seems like the goons buff mechanic is not good at all.
Reynad showed off a pirate dragon warrior list in his latest vod. Less all in, more midrange, still aggressive. I want to try it. I'm also going to try out the aggro Shaman with the Jade elements everyone's recommending. Honestly I like aggro decks, I think they are an important part of the ladder ecosystem. They're quick and fun. And playing them helps me understand their strengths and weaknesses.
I also spent a couple hours last night trying out variations of a handbuff paladin. First I tried it with a dragon package. Then with smaller minions, Small Time Recruits, into big endgame with Lightlord and Tirion. Those decks were bad. The only way I see it working is as an ultra aggressive deck that will always be worse than warrior and shaman versions.
I don't think the hand buff mechanic is all that good frankly.
I agree, it seems like the goons buff mechanic is not good at all.
Don Han'cho and Grimy Gadgeteer are probably the only good Goons cards.
Gadgeteer because it's a decent body with a potentially persistent effect. Han'cho because +5/+5 is nothing to fucking sneeze at.
But the rest? Ehh.... They're either understatted bodies or just, too slow in some capacity or another.
Battle.net Tag: Dibby#1582
+3
GoodKingJayIIIThey wanna get mygold on the ceilingRegistered Userregular
And a slow paladin deck will always be outclassed by the new breed of Reno decks.
Posts
Yeah there's no substitute at all.
Patches isn't directly breaking the rules but it's as close as you're going to get to directly altering the rules of the game in your favor.
As in. Build a deck of 29 cards and play a free 1/1. Your opponent builds a deck of 30.
turn 3 Kabal Courier
turn 4 Kazakus
turn 5 Kazakus again (from Courier!)
turn 6 Reno for 22
turn 7 Raza
I hope he feels as dirty as I feel salty.
2 Evolve
2 Tunnel Trogg
3 Ancestral Knowledge/Mana Tide Totem
1 Eternal Sentinel
2 Jade Claws
2 Totem Golem
1 Brann Bronzebeard
1 Elemental Destruction
2 Hex
2 Jade Lightning
2 Jade Spirit
2 Master of Evolution
2 Dopplegangster/Barnes (#yolo White Eyes/Aya)
1 White Eyes
1 Aya Blackpaw
2 Thing from Below
2 Jade Chieftain
If I were inclined to removal then Bomb Squad and Moat Lurker could be decent too. This deck just does not give a fuck about your board clears, and evolving a Jade Chieftain after it takes a swing is pretty funny.
Old Deck
New Deck
-2 Sinister Strike
-2 Swashburglar
-1 Youthful Brewmaster
-1 Dark Iron Skulker
+2 Shadowstep
+1 Sap
+2 Fan of Knives
+1 Ragnaros the Firelord
Sinister Strike got replaced for Shadowstep for better Jade combos. Swashburglar was actually decent but didn't really fit the theme. Fan of Knives was for more card draw because the deck was feeling super slow. One of the Youthful Brewmasters and the Dark Iron Skulker were cut because they were slow and just being dead weight in my hand. Rag added for end game because Rag. Sap because Sap (thinking of cutting the other Youthful Brewmaster for a second Sap).
Any thoughts on what I could do to keep improving it? (Aside from magically pulling legendaries I don't have out of nowhere?)
Funny story: I was talking about cutting gadgetzan for an extra moonglade portal? Did just that. First game i start, playing moonglade on t5 pulls an auctioneer...And this time he was crucial to me winning the game. So now I'm not sure anymore lol.
Innervate x2
Jade idol x2
Wild growth x2
Living roots x2
Wrath x2
Feral rage x2
jade spirit x2
Jade behemoth x2
Jade blossom x2
Nourish x2
Swipe x2
Arcane giant x1
Ancient of war x1
Starfire x1
Gadgetzan auctioneer x1 (or 0)
Azure drake x1
Moonglade portal x1/2 (or2)
Aya x1
Fandral x1
I wound up crafting Aya. Played 3 games before bed last night. 0-1 with Druid and 2-0 with Rogue. Ha. I am liking the jade golem stuff.
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[3DS] 3394-3901-4002 | [Xbox/Steam] Redfield85
The Division, Warframe (XB1)
GT: Tanith 6227
Firelands Portal pulling Bomb Squad says hi.
The Division, Warframe (XB1)
GT: Tanith 6227
I would not run Gang Up without Auctioneer, and as Rogue has to wait a turn for the deathrattles to trigger I am not sure about the value there. Do you have Barnes? He has good synergy with deathrattle and bounce effects.
I would recommend the following:
2 Backstab
2 Counterfeit Coin
2 Shadowstep
2 Journey Below
1 Bloodmage Thalnos
2 Evisercate
2 Jade Shuriken
2 Jade Swarmer
2 Sap
1 Brann Bronzebeard
2 Unearthed Raptor
2 Defender of Argus
2 Jade Spirit
2 Tomb Pillager/Barnes
2 Azure Drake
2 Gadgetzan Auctioneer
Journey Below gives you around a 50% chance of seeing an extra Swarmer or Aya. Counterfeit Coin and Tomb Pillager are helpful for awkward combo activations, and provide draw with Gadgetzan. Alternatively, Lotus Agents add a bit more Brann synergy and you can discover more Jade cards that way.
Okay, so for a list without Patches (which can be done!), here's what I would recommend instead:
-Patches, +2nd Argent Horserider.
-2 Southsea Deckhands, +2 Argent Squires
Southsea Deckhand isn't worth it without Patches. Buccaneers are still worth it on their own because they're a 1 mana 3/2, but Deckhands are there to make pulling Patches reliable. They obviously still have synergy with Jade Claws/Doomhammer, but there's better minions you can run instead.
You could also try running everyone's favorite 4 mana 7/7 instead, if you prefer.
It won't be as good as the Patches list, but it'll be, yknow, okay.
Battle.net Tag: Dibby#1582
I'm currently on a 7 game winning streak down from rank 11 to rank 8, with 10 wins and 2 losses overall.
That deck is way better than pirate warrior, it also hard counters it with the Feral Spirits. I've had multiple pirate warriors just concede as soon as I drop one, let alone the second.
Nonstop mega battleships duking it out in space
God, I still can't believe Imp-plosion was not "Deal 2-4 damage, summon 4 - [damage dealt] imps".
it is a worse deck than aggro shaman. It's more resilient and has much better top decks and flexibility in deck building.
I agree with what everybody is saying about Patches being irreplaceable, buuut you can play the decks without him. They are just without question a tiny bit weaker. But it's not like trying to run Miracle Rogue without any auctioneers or something like that.
Anything you try that isnt ruthlessly optimized gets destroyed by it, and even then - good luck.
played it on 4 for a spell which I played on 5, then played the other with brann on 7
drew alex to play on turn 9 and won 3 turns later. poor dragon priest, that's usually a bad matchup for me.
Also...also you'll be spared the turn 1 "play pirate, hit end turn, say 'fuck'" thing if you don't have Patches. I'm like 20 games in and it still happens to me...every other game or so? I am dumb, and learn slowly.
Like how many times does the cage shock me before I stop touching it? Let's see.
2008, 2012, 2014 D&D "Rare With No Sauce" League Fantasy Football Champion!
at least patches will keep being worth it if I switch to shaman for the few aggro games I play here and there
Yeha, you don't need Patches to win. It just adds that little bit of extra percentage points which makes a difference over time with how fast the Pirate games are.
3DS Friend Code: 3110-5393-4113
Steam profile
Even strong taunts often fail. Flametongue is just so good for bursting through high hp early, then 6 direct damage spells to finish out the game.
But does it have minions getting shot out of cannons?
The turn one buccaneer/deckhand + coin spirit claws is pretty nutso. Even if you drop doomsayer, you get blown out by flametongue or lightning bolt.
It's the deck that pirate warrior wishes it was.
You get him once, and he is honestly good yes. It's for subtle, technical reasons, but yes he is good. Just imagine you start the game with an extra 1/1 on the board and your opponent doesn't, with no extra costs or anything, you basically just cheated and put an 1/1 on the board at the start of the game. Isn't that a nice advantage? It's not like starting with Ragnaros on the board or anything, but it still gives you a pretty distinct advantage.
3DS Friend Code: 3110-5393-4113
Steam profile
Think about every time you were playing an aggro deck and you were short on lethal by on or two damage so you lost. With patches, you just won those games.
I've had a number of games where he's still on the board on turn 3 or 4, plugging away because my opponent is busy clearing away actual threats. The 3 or 4 damage is nice, and you'd be surprised how often you get your pirate synergy from Patches because the rest of your board is clear.
Yep! And if you miss that opening - hey, you might just have to settle for tunnel trogg into golem. Then you can use that deckhand later when you've got the flametongue up for that sweet 7 damage for 1 mana balance.
Providing you remember to wait for him to be summoned to attack with him.
Speaking of which, I now have a post-it on my monitor that reads "REMEMBER PATCHES!"
I also spent a couple hours last night trying out variations of a handbuff paladin. First I tried it with a dragon package. Then with smaller minions, Small Time Recruits, into big endgame with Lightlord and Tirion. Those decks were bad. The only way I see it working is as an ultra aggressive deck that will always be worse than warrior and shaman versions.
I don't think the hand buff mechanic is all that good frankly.
I agree, it seems like the goons buff mechanic is not good at all.
Don Han'cho and Grimy Gadgeteer are probably the only good Goons cards.
Gadgeteer because it's a decent body with a potentially persistent effect. Han'cho because +5/+5 is nothing to fucking sneeze at.
But the rest? Ehh.... They're either understatted bodies or just, too slow in some capacity or another.
Battle.net Tag: Dibby#1582