Situation: A 13->21 hp pally has played a 8/8 ds libram divine shield with a 4/5 ds taunt
big brain time: Rely your only win condition on a 1/10 x 1/30 people selectively thinks happens ALL the time. That loses anyways for only 13 damage
Results: A turn 8 quest to deal 4 random damage and 13 blocked charge damage at 1/200-1/300 smite gorehowl odds being your only out of a legend game.
Smol brain time: Play a good thief rogue combo with a shadowstepped edwin for 2 mana 6/6+ base, combo two prep wicked stabs into face or board, for 6x2 damage, combo a prize plunderer + shadow step + another drawn plunderer to remove both the 8/8 and 4/5. Get 2x6 spell damage off choice.
Have potential to roll 12/12 +6/5 charge with the kicker that if you have enough mana and know exactly what’s left in your deck, you can somewhat predict your potential outcomes.
Also very likely to top deck 0 mana gnolls.
But I think there’s a important difference.
In bronze, the bronze player doesn’t know how to out value or taunt 13 random damage and dies to it.
In thief rogue, bronze’s opponents don’t
even know how to do the combos so their edwins are played as 4/4s and their prize plunderers are completely uncounted missing combos all the time or being dropped as t1 do nothings.
I guess the pirate part is a big thing, but honestly playing both decks, I feel like 7 mana scabbs was unironically a much stronger t7 gameflipper play quite often over a losing t7 rokara.
Rokara alone doesn’t win games where the opponent is any rank past bronze.
The reason her 1/200 of whatever gorehowl smite odds feel so “consistent” is you remember the 1/200 turns it happens because it rolls crap 2/1s boards at stages when any properly played deck poops 0-1 mana 6/6-8/8s ± libram heals.
But pirate often has snowball games where it kills you before anything happening, while being at 20-40 hp, and then spotters out of steam and dies.
Thief rogue usually feels to take more damage, but had a lot better tempo with a few unlearned hail Mary’s you could find were more practically consistent to pull off if you could count cards in your deck.
It does so in segments, so the rogue hitting 12/12 edwin, prepstab 6 + 6 prepstab + 6/5 smite + double 2/1 prize plunderers seems less frequent since I’ve only seen people do it to me like… Once.
Yet whenever I play it, I found just the comeback potential of thief rogue was just so much better and more consistent once you found the combos with it. It’s a deck that took longer to decypher but it’s a strong one.
Not sure if it fades or survives strong after nerfs, but it’s certainly a very interesting deck to combo with with much more killing power at potential 12/12 + 6/5 + 2x prepstab + 2-3x prize plunderers destructions often means like potential 10-25 damage bursts with 2-3 target enemy minion removal as well.
Thief rogues 10-25+ dmg you can semi control just beats a 1/200 rng smite gorehowl ‘combo’ for consistency anyday. The difference in what properly piloted versions of the decks can do is ludicrous. Pirate warrior is only being inflated by being a cheap 1.6k deck with low comeback potential that’s easy to pilot.
It’s weak at higher level play because it’s not a good deck in standard. (Wild, definitely so).
Even it’s hail mary is like 3x less consistent than Edwin for like half the damage.
There’s times I burst a pally for 25 hp to 0 expecting to lose the game that any literal smite gorehowl 13 couldn’t solve, thief rogue’s Edwins won. It was just a stronger deck once you learned it, period.