no one ever talks wild here so lets talk wild. pirate warrior's pretty good in standard, right? yeah, i guess so. except nowadays everyone runs ooze and taunts so while it's good, it's not on another level. in wild, it's LOL tier. running to rank 5 i ran into exactly 0 oozes, versus standard where almost every deck has them. most importantly, you get to make use of a legendary that most have dusted, the almighty GREENSKIN
Death's bite is insane, and i think the biggest mistake people do is run that 2 mana legendary and clog their deck with 6 weapons. it sounds good in theory but in reality you're clogging your hand with weapons and hoping to draw one card to make them all better which in all likelyhood you won't even grab until late in the game, and you don't want that, you want to have lethal on turn 4 and to make your opponent close hearthstone and uninstall it.
the reason it's straight degenerate is upgrade. sure PW is aight in standard but upgrade my friends, (the mechanic), is broken af. i dicked around with a bunch of different layouts, and almost every deck had two frothings and two korkron elites, but the (wild) answer lies in greenskin. arcanite reaper is unnecessary, with a deck littered with upgrades like this, you are constantly going to close the game out with 5 attack FWAs, and it makes it easier than ever to turn your lame ass rusty hook into a 3/5 beast that slays the board in the early game and lets your pirates run shit. korkron is good for standard, and frothing can straight up win games on occasion, but consistency is key, which is why this shit is way better in wild. greeney allows you to stack with yet another pirate to fire missles from the almighty ships cannon with, gives you another body for bloodsail cultist to hit on, encourages you to freaking DRINK UP ME HEARTIES, improves your curve which is HUGE, so often you can do shit like go FWA > stall turn not attacking with the weapon (these turns are key to abuse and get huge value from upgrade) > bloodsail cultist and a 1 drop activator > greenskin giving you a 5 + attack weapon that you didn't have to evaporate all of your tempo to get like the piss poor standard only card arcanite reaper makes you do.
greenskin is just the cherry on top that makes this shit way more fun in wild and better in standard (yeah, he's a classic card, but you curve waaay better when you have the almighty death's bite in your deck for consistency in procing him) and he helps with those awkward t 5- 8 turns when you can often be wasting mana or sitting around wasting time playing 7 turn games in standard when you could've had lethal t4 in wild
heroic strike is another one that battles me on why people run a single or leave it out, amazing vs deathlords and opponents frothings and td lethals, no way you don't double that shit in wild, also i debated double mortal strike vs double korkon for a long time since all the lists i saw had double korkon, but greenskin is more important, that consistency with pirates and getting a dope ass 5x3 deaths bite is so much more important than having a 4 attack charge that is usually awful to play on curve vs greenskin who is almost always a boss that gives your weapon 4 - 6 extra points of lethal on the turns when you are likely to need it