17 CRAZY NEW PIRATES!! But What's Meta-Defining & What's Garbage? | Battlegrounds | Hearthstone



A ton of new Battlegrounds cards have been revealed for the upcoming Pirate update! Here are my detailed thoughts for each new card.

Timestamps
0:00 Intro
0:52 Tier 1
3:31 Tier 2
9:46 Tier 3
13:34 Tier 4
17:49 Tier 5
23:11 Tier 6

#BattlegroundsReviews #Pirates #RegisKillbin

Card Review | Hearthstone | Battlegrounds: Pirates Update

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38 thoughts on “17 CRAZY NEW PIRATES!! But What's Meta-Defining & What's Garbage? | Battlegrounds | Hearthstone

  1. War leader seems like a better comparison to south sea captain than spawn does actually, SSC and MWL are basically the same card except one gives +1/+1 and the other gives +2/+0

  2. So uh. Regis didn't cover the fact that Holy Mackerel is being removed from the game.

    Blessed be.

  3. Eliza with illidan might be INSANE, especially if combined with one of the overkills going 2nd. get +1+1 super quick, maybe +2+2, double proc it with the windfury attack so it coule even be up to +4+4 before the round even starts. of course that's best case scenario, highly unlikely it'll manage to work in almost any normal flow game. but def something to think about!

  4. I think a pirate build isn't going to be consistent, but a few of these economy pirates are going to seriously affect the meta.

    Also, I think the 4 tier golden buffing pirate will be a great throw in minion whenever you get 2-3 early triples, no matter your build.

  5. Kinda bothered me how you kept comparing Southsea Captain to Spawn, when it shares so much similarity to Warleader with just a slightly changed stat delegation.

  6. These pirate cards are interesting, but some of them feel rather weak, especially the 6 star legendary units. These cards aren't just impactful enough. Giving 1/1 buff to pirates that attack, and these buffs only last through combat, just isn't good enough. Maybe if this was a 5 or 4 star card, it would be better, but for 6 stars you want cards that are more impactful. Maybe if the buff was increased to 3/3 instead of 1/1 it would be better.

  7. Seabreaker Goliath seems to me like a card that could counter a soul juggler build. If you’re playing pirates and go against the soul juggler pings, this guy can clear those small demon tokens (if you’re lucky a soul juggler itself) while buffing the pirates and keeping them from dying from all the pings coming out. Outside of that one specific matchup though, I see the card really struggling to maintain power against really any other matchup. Maybe it could get some value if positioned really well against token mechs and beasts, but that seems far more inconsistent and unreliable, especially since mechs also tend to come with divine shields. Right now, the meta midrange builds are generally pretty unkind to the big guy, with demons being really the only build he has power against from what I can gather.

  8. I'm not sure Pirates can compete with the other tribes… I feel like they're lacking for some reason. I am probably underrating their economy game and the advantage that can give them, but I just don't feel like they have the stats to handle dragons or something.

  9. There is literally only like 1 card that scales and there isn’t really much stuff to buff pirates so what’s the point in playing them?

  10. I just realised…
    Millhouse Manastorm + golden Cap’n Hoggarr (or even just two Cap’n Hoggarrs!) = FREE PIRATES.
    THAT ALSO SELL FOR 1.
    Infinite money.
    Jesus. Fucking. Christ.
    That is ridiculous. If it’s down to the last 2 or 3 players and someone else is playing pirates too, you can lock them out of the game by just buying all the pirates. Not to mention the infinite money. Refresh costs 2? All you need is a free board space and at least two gold and you have infinite money!!
    Strap yourselves in ladies and gentlemen, the Cap’n Millhouse meta is coming!!

  11. too much support of hyper rolling. sit tier three and roll pirates/along with the 3-1 deathrattle spam . get a gold unit at tier 3 and just roll for that gold grubber and strongarm

  12. A lot of the pirate buffs remind me of those soul juggler / malganis / imp mama sorts of builds: the buffs aren't permanent, but there is a definite power spike in the midgame during which you can just kill your opponents. The demon build is also similar in that a lot of buffs trigger on demon death so it functions well by summoning a lot of demons (which then die) — a token pirate like the 1 star 2/1 might actually go a long way in helping the pirate builds since it's almost like a windfury with divine shield, guaranteeing a bunch of attacks to proc cannon shots, a bunch of bodies for south sea captain to get more stats, etc.

    That being said, pirates (esp. in the higher tiers) seem to be much more about getting large men with windfury or stuff like the 2/8 ogre, meaning that aura buffs like captain / malganis would be less useful compared to the pirate 6 drop. George might be a good fit then, since he can give divine shield to those big windfury minions to ensure two procs per minion. Couple that with the insane cycling and all the attack buffs from the 4/2, and the overkills might start to become relevant — certainly more consistently relevant than direhorn, since you get 2x as many chances to kill something by attacking rather than being attacked.

  13. How do non buffed pirates get to end game 30/30s with divine shield and poisonous to beat murlocs…?

  14. any knowledge on golden parrot?
    will it activate the rattles of two minions or one minion twice? and if the first..what if you only have one rattle?
    ——
    will golden goldgrubber gold buff himself?

  15. I'm not from the US but this seems like a bad time to print the card "Salty Looter", LOL

  16. Millhouse with (almost) infinite gold if he keeps rolling the new 'sells for (3)' pirate

  17. imagine AFKay getting a Yo-Ho-Ogre and an arcane cannon. perfect synergy.

  18. At high MMR, pirates are probably going to be the dominant tribe tbh. Up there, everyone's just playing for 4th, so they all play high damage midrange builds. These pirates all feel very much like high damage midrange build material. Then again, pirates could just be used to blast up into the upper tiers quickly so an endgame build is possible. I favor the midrange idea really which would make high MMR even worse than it is, but there's a possibility that it'll fix that problem of taking like 20+ damage turn 7.

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