A new Common Neutral Minion, Gangplank Diver, has been revealed!
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Too slow to matter in my opinion although there is the combo with Smite for a turn 6 12-damage burst
I tried having fun once.
It was awful.
If you can cheat it out, it's a great minion. However T5/T6 for 6 damage to a minion? That's a big tamale to invest in actual use
The point is the pirate tribe, fits in a control quest warrior and sinergizes with Mr. Smite.
By The Holy Light!
Another pirate to now see off The Juggernaut... great... other than that, I doubt Quest Warrior would add this pirate to their deck, it's too slow
TREMBLE before.... the most legendary dragon that ever existed!
Proving Grounds DH? I need more Dormants for them.
This thing is an amusing card to me. Being a pirate means you can charge it up with Mr. Smite on the following turn, and at the same time this card diminish somewhat the power of juggernaunt because its dormant.
Outside of that this card is rather useless though. And I can't see anyone actually doing the smite combo unless they're really desperate because this card is simply too slow, requiring you to basically skip a whole turn 5.
So much potential, and yet its simply too slow. Had it been turn 4 dormant for 2 turns it might yet be salvageable. Oh well.
Well you could set it up with Mr. Smite tough .... play this on 5 and with Smite comming down the next turn you could go face for 12 !
So i say it is at least a decent card.
Challenge me ... when you're ready to duel a god!
The Juggernaut summoning this is pretty good, because what's more funny than getting Gangplank Diver into next turn random Mr. Smite + Gorehowl from The Juggernaut + Mr. Smite from inhand... Fun.
But i think some kind of Control-ish Raid the Docks decks might run it, because they like having more defensive pirates, and Gangplank Diver fits that perfectly. Also pirate warrior might just slot this in for Mr. Smite turns and because they like more pirates in their deck. Yes pirate warrior wants impact NOW when they play a pirate instead of impact next turn, but i feel like setting up a "combo" turn might be strong as well. Also we don't know the core set, so we don't know if a lot of pirates are still going to be in the core set. And if a few pirates are no longer in the core set, then pirate warrior might be forced to run it.
RNG is only fun as long as there is a 50/50 chance of getting something really good or trash level of bad. If RNG always results in something good, then it's not fun.
Fairly powerful for a deck that pushes tempo, putting their opponent on the back foot enough that they can set up this Rush minion the turn before they need it. Unless a Pirate deck is dying for Pirates, I'm not sure how much this sees play mainly because it's a little too expensive for an aggressive deck. It's flexible enough that I'm not going to count it out, though.
I have spoken.
I guess this is okay. It might prevent your opponent from playing something they'd like to see live on their next turn, since it can kill most turn 6 minions and not get hurt while doing so. 4 health is pretty easy to deal with at that point, so it might not be doing that more than once.
I think he is a cousin from Mr. Smite with a diving suit, at least from it's art
Quote From UVEThe point is the pirate tribe, fits in a control quest warrior and sinergizes with Mr. Smite.
That's all I could think off too - Mr. Smite - assuring a solid 12 dmg to the Face on turn 6!
Struggle with Heroic Galakrond's Awakening? I got your back :
As powerful as setting up for a Mr. Smite on the following turn... that's all that I really see it doing.
Hey, you heard about that Mario guy?
Awesome card, and Mr. Smite's new best friend! The only downside I can think of is getting it from The Juggernaut when you're trying to wrap up the game.
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