Endless Voyage Pirates

Crafting cost: 6870

  • Cursed Scroll

    800


  • Endless Voyage

    14 : 800

  • Crach an Craite

    11 : 800

  • Yustianna an Craite

    10 : 200

  • Sukrus

    9 : 800

  • Morkvarg: Heart of Terror

    9 : 800

  • Naval Supremacy

    9 : 200

  • Terror of the Seas

    8 : 200

  • Bjorn Stormursson

    8 : 200

  • Holger Blackhand

    7 : 200

  • Vabjorn

    7 : 800

  • Raiding Fleet

    7 : 200

  • Abordagex2

    6 : 80

  • Dimun Piratex2

    5 : 30

  • An Craite Longshipx2

    5 : 80

  • Boatbuilders

    5 : 30

  • Deranged Corsairx2

    5 : 80

  • Dimun Corsairx2

    4 : 80

  • Armored Drakkar

    4 : 80

  • Terror Crew Axe-wielderx2

    4 : 30

This deck wins by building a hidden armor bank, and converting that armor into long round control. The early game is about damaging enemy units, activating Bloodthirst, cycling with Abordage, Vabjorn, and Raiding Fleet, and utilizing Onslaught to build armor on the Pirates and Ships still in your hand. The late game is about spending that armor through Crach, Endless Voyage, Bjorn, Yustianna, Terror of the Seas, Sukrus, and other premium threats. The key rule is simple: Fight early with the cards that build the bank. Save the cards that spend it. Mulligans You want access, thinning, and at least some premium cards in hand to receive armor. Cursed Scroll usually looks for the missing access piece: Abordage, Vabjorn, Raiding Fleet, or Crach. It should help the deck begin its setup, not simply grab the flashiest gold. Abordage is one of your best cards. Vabjorn and Raiding Fleet matter because they help you draw and thin, allowing you to access your Pirates and late game package. You want to thin early so your later rounds contain the cards that actually close the game. You also want early damage sources. An Craite Longship is especially valuable because it damages enemy units as they are played, helping Bloodthirst while building your hand’s armor pool. Terror Crew cards and Dimun Corsair are also useful because they help create damaged units and develop early pressure. Do not mulligan only by provision value. A reasonable balance between generators and consumers is the goal. This is critical because Abordage will force the pilot to play a Pirate upon successful activation and ideally this will be a Bronze resource generator like Terror Crew Axe-wielder or a cheap body like Dimun Pirate. Round 1 Round 1 should usually be contested aggressively, but not recklessly. You want to fight with the cards that build your future rounds: Longships, Raids, budget Pirates, Bloodthirst enablers, and cycling tools. You do not usually want to spend Crach, Yustianna, Sukrus, Terror of the Seas, Bjorn, or other premium armor spenders just to stay alive in a bad Round 1. The goal is to establish damage, turn on Bloodthirst, thin your deck, and build armor in hand. Winning Round 1 is valuable, but not if it costs the cards that make your long Round 3 powerful. If the opponent’s start is stronger and you would need to spend too many premiums to keep up, give up the round. Losing Round 1 efficiently is better than reaching Round 3 with your armor spenders already gone. Abordage Abordage holds the majority of the deck's ability to cycle resource generators to consumers and thin the deck while doing so. Its 2 damage counts toward its own Bloodthirst check. If the opponent has one damaged unit and Abordage damages another unit below base power, Bloodthirst 2 becomes active and the bonus effect triggers. That means Abordage often only needs one enemy unit already damaged. The card itself can create the second damaged unit, then play a Pirate from hand and draw a card. With Bloodthirst active, Abordage becomes damage, tempo, Pirate deployment, thinning, and hand repair in one card. This is why Vabjorn is so important: he provides not only another line to access Abordage but keeps the deck moving as another tutor with which to thin. A clean setup is: damage one enemy unit → use Abordage on another unit → trigger Bloodthirst 2 → play a Pirate → draw This is one of the main ways the deck develops its bronze resource generators while cycling toward its premium armor consumers. Longship and Naval Supremacy An Craite Longship is one of the best early bronzes because it lets the opponent’s own development build your future armor pool. Each enemy unit played into Longship damage can help activate Bloodthirst and feed Onslaught armor. It is not just a small damage engine. It is a setup card for the rest of the deck. Naval Supremacy plays a similar role once it is active from the graveyard. It damages units as they are played, though it affects both players. Because the effect comes from the graveyard, Squirrel can end it. Naval Supremacy also provides tempo by creating and playing a Ship. Treat it as both a pressure tool and a way to keep the damage engine running. Leader Ability Onslaught leader charges are mostly about Bloodthirst access and armor generation. The first priority is often enabling Abordage. If leader damage creates the first damaged unit, Abordage can create the second and trigger itself. That makes leader charges important even when the damage looks small. Do not spend leader charges casually. They are not just pings. They create thresholds: Bloodthirst, armor gain, removal setup, and later control. Using leader too early is one of the easiest ways to weaken the deck. Spend charges when they unlock a real line, not because damage is available. Endless Voyage Endless Voyage is usually a Round 3 finisher or a decisive Round 2 finisher. It is not usually a card you want to lead with after losing Round 1. If you open Round 2 with Endless Voyage, many opponents can simply pass and deny much of its value. Endless Voyage is strongest when the opponent cannot leave the round. In a long Round 3, it combines Crach, Cataclysms, Bjorn’s Drakkar, and a hand full of armored Pirates to make the opponent’s board difficult to maintain. Do not treat Endless Voyage as a panic button. Treat it as the card that turns your stored armor and damage engine into a finishing structure. This Scenario was specifically designed as a long round 3 control tool. Use it that way. When properly set up and left unchecked, Endless Voyage makes the round feel like a hopeless struggle against an advancing Skellige invasion. The opponent’s units begin taking constant damage from an armored force they cannot easily remove. As units are destroyed, Cataclysm continues softening the board, and each premium Pirate fed into the engine makes the round more oppressive. If the opponent cannot break the structure quickly, the damage compounds until their board no longer feels safe to develop. Bjorn’s Drakkar Bjorn’s Drakkar is a damage amplifier, not just a ping. Endless Voyage gives one Order charge when played, and the second becomes available after Chapter 2. These charges should be used on units you expect to damage repeatedly. The value is not the initial damage. The value is marking the right unit before Cataclysm, Crach clashes, leader damage, Longship pings, or other damage effects begin hitting it. Use Bjorn’s Drakkar to make an important enemy unit collapse under repeated pressure. Do not treat the charges as minor damage. Crach and Armor Conversion Crach is one of the main reasons you build armor in hand. The early game loads your Pirates with armor. The late game uses that armor to clash safely and repeatedly. When Crach is online, armored Pirates become control tools, not just bodies. This is why you generally avoid spending premium Pirates too early. If Crach, Yustianna, Bjorn, Terror of the Seas, or other premium cards enter before they have armor or before the round is worth fighting, you are cashing them before the deck has paid them. Crach is strongest in long rounds where your hand has already built enough armor to make each Pirate dangerous. Yustianna, Bjorn, Terror, and Sukrus Yustianna is usually an endgame softening tool and a major Crach clash threat. She can also be used for mid Round 2 control and tempo if the game demands it, but her best value often comes when she has armor and the round is long enough for that armor to matter. Bjorn is especially dangerous next to Crach because he can create two clashes. If Sukrus prevents him from taking damage, that interaction becomes brutal. You generally do not want to recall Bjorn with his Order in Round 3 unless your hand is poor and you need the extra card flow. Terror of the Seas is another armor spender. It rewards patience because the longer it sits in hand while armor is built, the more threatening it becomes. Sukrus should not be used as generic protection. He should protect the card whose damage prevention is about to decide the round, usually Yustianna or Bjorn. Holger Holger is flexible long round pressure. He is not as sacred as Crach or Yustianna, but he is not filler. Use him in whichever long round needs sustained Pirate or Ship conversion. Sometimes that is Round 1. Sometimes it is Round 2 or Round 3. The question is not “is Holger premium enough to save forever?” The question is whether the round is long enough for him to matter. Morkvarg: Heart of Terror Morkvarg is your main tall punish tool, but he has an important limitation. His damage stops once the target is damaged. If a unit is already below base power, even if it has a large amount of armor, Morkvarg may only hit once and then stop. For example, if a base 4 unit is currently at 3 power with 15 armor, Morkvarg deals 1 damage to the armor, sees that the unit is already damaged, and stops. That means Morkvarg is best into boosted or undamaged tall targets. Do not assume he cleanly answers every armored unit. Round 2 If you won Round 1, decide whether you can pressure without spending the cards needed for Round 3. This deck can bleed well, but it also loves long Round 3s. Do not bleed just because you can. Bleed when the opponent’s deck is vulnerable, when your hand has enough control to maintain pressure, or when Endless Voyage/Crach pressure can actually close the match. If you lost Round 1, avoid leading Endless Voyage unless you are ready for the opponent to pass. Defend efficiently and preserve your real finishers when possible. The deck can take two rounds in a row, but only if it maintains board control. If you spend premium Pirates early and still lose control, the final round can become awkward. Round 3 Round 3 is where the deck wants to cash in. Ideally, you enter with armor built in hand, thinning completed, Crach or Endless Voyage available, and enough premium Pirates to convert the stored armor into control. A strong long Round 3 can involve Endless Voyage, Crach, Bjorn’s Drakkar, Cataclysm, armored Pirates clashing safely, Yustianna softening the board, Terror of the Seas converting armor into damage, and Sukrus protecting the key piece. Do not rush. Your goal is not simply to play every premium card. Your goal is to make the opponent’s board unsafe to develop and difficult to preserve. Common Mistakes The biggest mistake is spending premium Pirates too early. Crach, Yustianna, Sukrus, Terror of the Seas, Bjorn, and similar cards are usually the payoff for the armor bank. If you spend them before the bank is built, your later rounds lose power. The second mistake is using leader too early. Leader charges should activate Bloodthirst, build armor, or create important control thresholds. Do not spend them as casual damage. The third mistake is failing to thin and cycle. If you do not use Abordage, Vabjorn, Raiding Fleet, and related tools efficiently, you can lose because you simply fail to find the cards the deck is built around. The fourth mistake is treating Endless Voyage as an opener instead of a finisher. If the opponent can pass out of it, they often will. Final Rule Do not spend the premium Pirates before the deck has paid them. Build the armor bank first. Damage enemy units, activate Bloodthirst, thin with Abordage and Vabjorn, and let Onslaught load your hand. Then, when the round is long enough and the opponent can no longer escape, spend that armor through Crach, Endless Voyage, Bjorn, Yustianna, Terror, Sukrus, and repeated damage. This deck is strongest when the opponent realizes too late that your early chip damage was not the threat. It was the investment.

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