Funny how people suggest ways to beat kingsbane, like play weapon destruction, freeze effects or aggro decks. That may work against the 'old' control kingsbane decks, but the aggro pirate version (wild) is not a one-trick pony. Ships cannon and sharkfin fan keep aggro decks under control while applying enough pressure to control and combo decks for kingsbane to finish them off somewhere between turn 7 and 10. This version of the deck has no bad machups.
But that's wild, and no one cares XD
(obviously kidding, don't jump all over me)