Deck Tech: Tempo Pirates - Crush the Meta
GP/TF tempo deck is a list that shows up since the beginning of the game, great players dominate this archetype and every time midrange is the call, this list comes to crush the meta!Edit Article
About the deck
tempo. Tempo is the type of deck in which, while we remove an opponent's threats, we are putting our own threats on board. It is necessary to have a good grasp of the term
tempo, which is how much you can deal on board with the mana you have. A classic example is Twisted Fate with the red card, paying 4 mana to put in a 2/2 unit on board doesn't seem that impactful, but the red card causing 1 damage to the opponent's board (or more, if you have kegs) can push slow the opponent so much that this will make your 2/2 very relevant.
Why play GP/TF?
Broad View of the Deck
Blue Card: refill 1 spell mana. Draw 1. It is the least used ability in this Champion, though paying "3 mana" to buy 1 is efficient, it is a
valueability and we are here for
tempo. Normally it is used when we are at "top deck mode", where both champions don't have cards in hand and having something more will be very impactful.
Gold Card: deal 2 damage and stun the strongest enemy. It is the second most used card. Used to prevent a dangerous attack and that's it.
Red Card: it is the icing on the cake of this deck, it is by far the most used card. Alongside Kegs, it is possible to slain a whole board of units and, if you don't kill them, it's going to damage the big units, leaving them vulnerable to Ravenous Flock and Scorched Earth, besides causing Nexus damage and activating plunder.
Red Card. Arachnoid Sentry has two big roles. The first is to ruin an opponent's development by creating a similar effect to Gold Card in which you gain a blocker and the opponent loses an attacker because it is stunned. The second is to enable Ravenous Flock, it is a powerful removal in which for 1 mana you deal 4 damage at fast speed in any damaged or stunned unit.
Initial Hand and Game Style
ScoutsScouts count with small 1 to 3 cost units and a few 6 cost big guns, doesn't have card draw nor a lot of spells. A good Keg + Red Card is enough to end the game. Keep your main removals for Miss Fortune, Quinn and Cithria The Bold. Do not be afraid to spend your resources or trade, as you have plenty of card draw and resources.
FaesIt is a dangerous deck, because Fizz is very hard to remove and Aphelios needs to be removed immediately. Luckily, you have an arsenal equipped to deal with this infestation. Because it has low interaction, you can play for TF and Gp's level ups. An attack from a leveled Gangplank is enough to decimate Fae's whole board.
Feel The RushIt is a tough match, because their removals deal 2 board damage and coincidently most of your units are 2/2 and you have a few key cards such as Gangplank and The Dreadway, which will be victims of punctual removals, such as Vengeance. Like a good pirate, play as if your opponent doesn't have Avalanche in their deck, unleash your hand and go for the attack. Another bizarre and quite pirate way to win is to steal their own Feel The Rush
Ziggs TaliyahIt is a midrange deck which ironically gives a lot of trouble for pirates, as their units are very big and very strong. It has one of the best protections, which is Ancient Hourglass, besides counting with one of the best Keg breakers which is Pokey Stick. After Herald of the Magus drops on board, the champions are granted +2/+2 and overwhelm, and honestly, spending 3 mana to put down a 6/7 Overwhelm Ziggs just seems like bullshit. Okay, midrange is weak against GP/TF, but Ziggs/Taliyah comes with tools ready to deal with our deck. Good luck trying to remove the champions.