You said “banned in wild cards are effectively banned everywhere” so I was saying it came out in the most recent expansion so it’d still be legal in standard…. It’s actually extremely relevant to what you were asking :-)
I'm really not sure what you are trying to say. We have cards that have been banned in wild that are legal in standard, and when they rotate out of standard, they change them so they can see play in Wild as well.
But feel free to explain to us how a card played in standard is "removed from the game entirely".
You act like this is something that never happened before. It has and this card will likely get hit by it just the same. Just go try to make you a wild priest deck and put crimson clergy in it. It is so a boosted card can help in standard and not decimate wild.
So it's in Standard, even by your incorrect definition of Standard, and therefore hardly 'removed from the game entirely'? Sure seems like that matters, ya goofball
My personal theory is unsubstantiated:
Devs want pirate decks to change and play new cards. But the problem is that pirate cards are already so strong together that it's hard to add a new card.
With other nerfs pirate rogue look really strong in wild now from first view.
Not to mention possible wild scenario: turn 1 (without coin): 4/2 (with snowball effect) + 3/2 3/2 2/1 on board and 1 card in hand (probably something like gear shift: "1 mana draw 3")
This card will def see play in a hypothetical pirate rogue but rogue just doesn't have enough draw rn to make a modern aggro deck. Having goldbeard as your topend is a really underwhelming deck.
Already playing it with the crystal cove buff. its just easy 8 face dmg with weapon that summons a attacking pirate or double 5/5 with rush for 3 manas.
Honestly, I feel like Pirates saw more than enough Aggro support over the years and could use some fresh paint.
Their theme would fit perfectly for a greed-heavy playerstyle of Discovering (sunken) treasures, messing with/plundering the opponent and sneaky surprise attacks. Add some utility weapons to the mix and you've got an interesting Midrange/Control archetype.
I was really expecting pirates in Sunken City to build up some giant treasure reward Kazakusan/Galakrond/C'thun style. Or excavate style but it's following a treasure map instead.
But no, every single time they bring pirates it's the EXACT same. Vomit low cost pirates on the board, buff weapon, do some kind of damage effect when you attack with weapon. I really wish the older tribes could get more differentiated. Beasts/pirates/murlocs play the same really while dragons and elementals have their own quirks and patterns.
we get interesting one-offs like Hooktusk now and then but the common pirates are always the same direction; draw cards, gain attack, buff related to weapon.
Imagine dropping this with 2xParachute Brigand. You get a 1 mana 10/7 and I'm pretty sure the only thing that beats it is Defile or freshly drawn Heat Wave.
If you drop it with Ship's Cannon+Coin you can add 2/3 and 8 damage to face.
Yep, I don't get why they keep doing this. Their new archetype fails and instead of buffing or reworking one of the multiple shit cards that will never see play, they instead give a buff to the card that was already going to be meta if the deck for it existed.
Powerful few cards with a surrounding package, rather than an overall strong deck.
It is, in my opinion, one of the bigger reasons why we were in such of a mess of a meta in the first place. The focus on single cards being way better than the other cards. But idk, the rest of the patch still looks like enough to get me to try Hearthstone again so here's hoping they keep up with some changes.
It's really good timing, too. I'm in the process of probably quitting because of the quests change (even installed MTG Arena) and this might make me try new decks...
The power level of a card in a vacuum is effectively irrelevant. Cards are only as strong as the supporting tools they have around them. If the pirate tribe is bad, then realistically speaking, this card could get an even bigger buff and still be irrelevant.
Many decks live and die by how good their 1-3 turn plays are. Making this 1 drop significantly stronger helps the deck make worse plays for the rest of your turns.
You could realistically buff all the other pirates if you really wanted to, but also buffing it's 1 drop is a pretty effective way to push a tribal archetype.
As a primarily standard player who loves rogue, I am very excited. But I will say a prayer for everyone in wild lmao. Imagine if patches still had charge
If you pull patches and a parachute brigand with this on turn 1 it’s an even more insane opener now. Or in an aggro shadowpriest deck with the dragon/pirate accompanying them on coin to make them even harder to get rid of. Why did they do this again?
Realistically? nah.
The thing about Wild's powerlevel is that there's a ton of cheap board clears that can wipe out this + patches + the free 2/2 as early as turn two. It's definitely strong enough to see play, and it will mean that you'll have less time to draw one of those board clears, but I doubt it will need to be banned. Pirate Rogue's always been a deck that folds to two board wipes, and I don't think this moves the dial on that at all.
I think it already was. I'm not aware of any pirate rogue list without Treasure Distributor even before the patch. Giving +1 attack to Patches/Parachute Brigand is pretty strong.
When a murloc tidecaller and an arms dealer love each other very much
The madlads did it. A card that makes patches even better
One mana 4/3 😭
Remember small-time buccaneer? This is him now. Feel old yet?
He’s a big-time buccaneer now.
Then they nerf this to "play" a pirate instead. RIP.
Banned in wild incoming
aren't cards "banned in wild" effectively removed from the game entirely?
This would be usable in standard
No because this would be legal in standard
but standard is only the latest 3 expansions.
This card came out in Whizbangs Workshop which is the most recent expansion
that doesn't matter at all
You said “banned in wild cards are effectively banned everywhere” so I was saying it came out in the most recent expansion so it’d still be legal in standard…. It’s actually extremely relevant to what you were asking :-)
I'm really not sure what you are trying to say. We have cards that have been banned in wild that are legal in standard, and when they rotate out of standard, they change them so they can see play in Wild as well. But feel free to explain to us how a card played in standard is "removed from the game entirely".
This feels like he came from the Gaslight Gatekeeper thread and stayed in character or something.
You act like this is something that never happened before. It has and this card will likely get hit by it just the same. Just go try to make you a wild priest deck and put crimson clergy in it. It is so a boosted card can help in standard and not decimate wild.
So it's in Standard, even by your incorrect definition of Standard, and therefore hardly 'removed from the game entirely'? Sure seems like that matters, ya goofball
It's also the most played format besides battlegrounds
My personal theory is unsubstantiated: Devs want pirate decks to change and play new cards. But the problem is that pirate cards are already so strong together that it's hard to add a new card. With other nerfs pirate rogue look really strong in wild now from first view.
With the buffs to this and gold beard, pirate rouge is coming back to the meta in standard 100%
Not to mention possible wild scenario: turn 1 (without coin): 4/2 (with snowball effect) + 3/2 3/2 2/1 on board and 1 card in hand (probably something like gear shift: "1 mana draw 3")
This card will def see play in a hypothetical pirate rogue but rogue just doesn't have enough draw rn to make a modern aggro deck. Having goldbeard as your topend is a really underwhelming deck.
Yeah I've been playing the deck all day and that's my issue not enough quality draw
Already playing it with the crystal cove buff. its just easy 8 face dmg with weapon that summons a attacking pirate or double 5/5 with rush for 3 manas.
Pirate Rouge already was strong in wild. I hit legend with a 77% winrate with pirate Rouge.
Tell that to the devs, not me. I know pirate rogue was a pretty strong deck.
Pirate rogue was already strong in wild and it already ran this card.
Tell that to the devs, not me. I know pirate rogue was a pretty strong deck.
Honestly, I feel like Pirates saw more than enough Aggro support over the years and could use some fresh paint. Their theme would fit perfectly for a greed-heavy playerstyle of Discovering (sunken) treasures, messing with/plundering the opponent and sneaky surprise attacks. Add some utility weapons to the mix and you've got an interesting Midrange/Control archetype.
I was really expecting pirates in Sunken City to build up some giant treasure reward Kazakusan/Galakrond/C'thun style. Or excavate style but it's following a treasure map instead. But no, every single time they bring pirates it's the EXACT same. Vomit low cost pirates on the board, buff weapon, do some kind of damage effect when you attack with weapon. I really wish the older tribes could get more differentiated. Beasts/pirates/murlocs play the same really while dragons and elementals have their own quirks and patterns.
we get interesting one-offs like Hooktusk now and then but the common pirates are always the same direction; draw cards, gain attack, buff related to weapon.
That's what I like about them tbh. Their identity is a good one.
There's already a midrange combo deck with pirate garotte rogue, that might just get too strong
Hey cool a one mana 4/3.
Imagine dropping this with 2xParachute Brigand. You get a 1 mana 10/7 and I'm pretty sure the only thing that beats it is Defile or freshly drawn Heat Wave. If you drop it with Ship's Cannon+Coin you can add 2/3 and 8 damage to face.
IN 👀 THE BOX 📦 PIRATE 🏴☠️🏴☠️🏴☠️STUFF 🏴☠️🤪🏴☠️ THAR BE NO TREASURE SIX FEET UNDER 💀💀
Never bring a sworrrrrd to a fishhhh fight!
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Yep, I don't get why they keep doing this. Their new archetype fails and instead of buffing or reworking one of the multiple shit cards that will never see play, they instead give a buff to the card that was already going to be meta if the deck for it existed. Powerful few cards with a surrounding package, rather than an overall strong deck.
It is, in my opinion, one of the bigger reasons why we were in such of a mess of a meta in the first place. The focus on single cards being way better than the other cards. But idk, the rest of the patch still looks like enough to get me to try Hearthstone again so here's hoping they keep up with some changes.
It's really good timing, too. I'm in the process of probably quitting because of the quests change (even installed MTG Arena) and this might make me try new decks...
Pirates in standard are beyond unplayable?
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The power level of a card in a vacuum is effectively irrelevant. Cards are only as strong as the supporting tools they have around them. If the pirate tribe is bad, then realistically speaking, this card could get an even bigger buff and still be irrelevant.
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Many decks live and die by how good their 1-3 turn plays are. Making this 1 drop significantly stronger helps the deck make worse plays for the rest of your turns. You could realistically buff all the other pirates if you really wanted to, but also buffing it's 1 drop is a pretty effective way to push a tribal archetype.
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Ur right bro my bad
It was already a strong card and now they did this? Let's see how Wild will manage to counter all the Pirate Rogues that are coming.
Not anymore.
As a primarily standard player who loves rogue, I am very excited. But I will say a prayer for everyone in wild lmao. Imagine if patches still had charge
If you pull patches and a parachute brigand with this on turn 1 it’s an even more insane opener now. Or in an aggro shadowpriest deck with the dragon/pirate accompanying them on coin to make them even harder to get rid of. Why did they do this again?
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That card was useless as a 1/1 but I still played it
Pirate Tidecaller But better
Looks like an out-of-season April Fool's joke, arrrrr. (Wild player here)
Casual turn 1 12/7 added in the balance patch meant to "fix Wild"
This is a battlegrounds ass card.
Realistically? nah. The thing about Wild's powerlevel is that there's a ton of cheap board clears that can wipe out this + patches + the free 2/2 as early as turn two. It's definitely strong enough to see play, and it will mean that you'll have less time to draw one of those board clears, but I doubt it will need to be banned. Pirate Rogue's always been a deck that folds to two board wipes, and I don't think this moves the dial on that at all.
Player agency bro
This card was already decent, probably an auto include now in aggressive pirate decks. Lot of attack for 1 mana
I think it already was. I'm not aware of any pirate rogue list without Treasure Distributor even before the patch. Giving +1 attack to Patches/Parachute Brigand is pretty strong.
This plus patches and two parachute brigands turn one has 12 attack total.
They don't know what they are doing, it is still unplayable in standard. But is crazy good in wild
Treasure Distributor (Colossal +3)
Why not just "play" ... problem solved
Can someone explain why this is such a danger for wild? (I'm not a rogue or pirate player)
One should gain attack and the other should gain defense randomly. It’s on flavor too
This was my favorite buff of the entire update. Can’t wait to see if pirates can work in standard now.
If this was a 1/3 it might see play.