2 Rogue Cards to give the class some defense without healing

from the lore perspective, Rogue is not much healing but has the ability to dodge and stealth away damage. This is what rogue is really missing alot in HS. Rogue doesnt need Heal, but Rogue needs something like:

Evasion:
x Mana Spell
Take half damage on your next turn from all sources. ( Rounded down)

also

Fade:
x Mana Spell
On your next turn, your Hero cant be damaged by minions.

A better idea I posted in another thread

I’d fuse the Shiv mechanic into the spell itself, and I doubt it’d feel too powerful. Maybe up the mana cost to 4, though.

Escape Artist
2 mana Spell
Your default Hero Power now equips a Dagger that Stealths you for 1 turn after you’ve attacked with it. You temporarily lose Stealth granted this way when you don’t have any minions without Stealth.

(“temporarily” means you can regain it, but the 1 turn restriction stays. For instance, you lose all your minions so you lose Stealth, then somehow you get a minion on your field again, you re-gain Stealth but it still disappears when your next turn starts).

I agree Blizz would be justified in giving Rogue defensive capabilities via the evasion flavor. I really wish we’d see more. Btw Evasion has already been done, epic rogue secret that makes your hero immune after taking damage.

I think that a weapon with the text “when you kill a minion with this weapon gain stealth for 1 turn” would not be out of line.

It is conditional, diverts your weapon away from enemy face, it is limited by durability, only works if opponent plays minions AND guarantees at least 1 instance of damage from those minions, etc

In order to add a certain flavor to a class you must first know where do you want to go with this class.

So what do you want do with rogue is the first question and how can we reach to this point is the second one. You re basically giving solutions for rogue decks when we dont even know what kind rogue decks we want to push

Oh, I know what deck though?

Blizz has a tendency to add expensive, pure value oriented, cards to the rogue, that you can never play because you’re dead before that.

So, a stall card could help with actually making a deck based around said cards /combos.

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The most common value oriented decks i know in rogue is Thief rogue and the old miracle rogue. Everything else (or most of them) were about what rogue does best, tempo.

That’s because, as I said, the other value cards are unplayable because you die before you can play them.

To enable exactly those cards, in the absence of aoe, heals, and taunts, a stall like stealth could be implemented.

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Evasion already exists. Its was one of Rogues Secrets the one that made you Immune for the rest of the turn after taking damage.

But which are those value cards you re talking about exactly and what do you want to do with them is the true question

as Standard format is concerned, even if this expansion didn’t have such cards (with an exception in going heavy on Waxa), all others in the rotation had.

A Tak deck, a hypermon-spirit deck, shadows of death combos, and etc. Cards that are usually “too slow” for rogue, but they are still given in every expansion. Even in this one, an “infinite waxa” deck is hold back exactly due to not being able to survive long enough to profit from such a scenario.

In wild? Even with all the tools available, stuff like Anub are still too slow for rogue.

That “too slow for rogue” is what i can’t stomach when the class is keep getting those kind of cards.

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Ok im gonna be honest, i had completely forgotten about Ra Tak or Hypemon completely simply cause they didnt saw any play :stuck_out_tongue: . So i give you a point on that one.

As for deathrattle rogue i also agree that its a deck thats been receiving support since forever and never had a viable deck (the only exception is the pre-nerf of this expansion but yeah it was pretty unfun)

My problem though lies on the fact that when you give classes tools to do things that are beyond their class identity, well, usually something goes wrong.

Druid for ex was a class that was about ramping and gaining tempo in late game due to its higher mana advantage.
They gave him tons of armor and tons of draw and the result was to… lose its ramp and stay with the armor and the huge draw (blizzard even suggested that drawing is the new druids identity - something that was supposed to be its wickness LOL)

Anyways i get your point but i really dont know what the best solution is on that one

Rogue has a lot of individually powerful cards. They have to be very careful what they do with Rogue, design wise, or else Rogue will become an absolute monster.

It is bad enough Rogue is one of the most consistent classes in the game. Tempo Rogue has NEVER been out of style.

Rogue is hardly ever the top tier deck. But Rogue always provides wins, well, provided the pilot is not trash.

The best rogues decks were back in the day, with the fatigue and miracle rogue decks.

Personally, I will never understand their reasoning behind sending Vanish to the hall of fame. I am not complaining, mind you, just stating my opinion on it.

Exactly this one. Its not about making Rogue stronger like people think automoaticly. Its about allowing it to play the more expansive card in a more controllish orientet deck

@thechemist

This whole class identiy thing is pure lie.

What is warrior? controll? They play tempo, controll, mid deck.

What is Shaman? No card draw? Cmon they draw like champions.

You can do this with all classes.

@metalx
Tempo Rogue has NEVER been out of style.

lol, its all what Rogue has, and this is sad enough

Personally, I will never understand their reasoning behind sending Vanish to the hall of fame. I am not complaining, mind you, just stating my opinion on it.

Yeah i share that view, i guess it was because vanish hardcounterd all the reborn effects. Vanish was no problem for all the years. For me this was was one of the biggest fails to HOF vanish, also stopt any chances for deathr rogue