3 mana
Legendary spell
Restore 10 health to your Hero at the start of your next 3 turns
Basically healing for rogue without being an instant get out of jail free card. But played properly, it becomes a decent option for slow rogue decks.
3 mana
Legendary spell
Restore 10 health to your Hero at the start of your next 3 turns
Basically healing for rogue without being an instant get out of jail free card. But played properly, it becomes a decent option for slow rogue decks.
3 mana, restore 30 health.
No.
Rogue “shouldn’t” have healing.
If you want rogue to have healing, you must find a way to keep it in flavor.
My idea:
3 mana
“Change of Disguise”
Add a random card from your opponents class to your hand. If you have done so twice already, gain 10 armor.
Burgle rogue tends to be the slower, more value oriented deck, and therefore the only one that “should” have healing.
What do you mean? This is a get-out-of-jail-free card. 30 Healing over the course of three turns might not be as fast as Reno but it’s just as strong, significantly more flexible as it has no deckbuilding restriction, and will often heal for more than Reno ever would (you’re guaranteed the 30 health here while Reno will always heal for less than thirty).
Ah, wait. Just noticed the name of OP. Guess I got baited :/.
3 mana reno over 3 turns with no requirement. Mmmmmmmm k
Disagree. You are still vulnerable to aggro before all that healing kicks in.
You are talking about a class with the best tempo tool and uses health for tempo from their heropower. A class like this shouldn’t have healing outside of neutral option.
A realistic expectation:
2 Mana Spell: Stealing Dis-Grace
Discover a Druid, Priest or Paladin spell.
If your Health is 15 or less, cast this 3 times.
Good luck.
Yeah, how about a “0 mana card : you win the game” ? Would be even better.
OH BETTER : since it’s a rogue : for 3 mana : steal all the cards in your opponent deck definitively. So he has to buy/craft them again and you win the game because the opponent has no more cards to play. + you have some free dusts.
Yay, let’s design some idiot cards all together !!
Actually over 4, you have to count the turn it was cast
I agree with name and it being legendary but that’s just too strong… And to that one guy trying to force burgle pls stahp.
You get 5 health every turn over 3 turns.
No u I want to be able to use Tess unironically
rogue armoring seems even weirder than rogue healing tbh. And burgle rogue already has spectral cutlass that lifesteal.
like shaman shouldnt have card draw and still have alot?
Or like warrior shouldnt be able to paly tempo and controll and still can?
This whole class identety thing is a pure lie
a card that needs to be build arround and can so easy destroyd by neutral cards and zephy is not worth mentioning even
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
or
Fade:
On your next turn, your Hero cant be damaged by minions.
.
“Cloak and Dagger”
3 mana rogue spell.
Give your hero stealth until the start of your next turn.
Combo: add a Shiv to your hand
(Shiv is the 2 mana deal 1 draw 1 draw spell)
good flavor . I like the hero stealth like valeera. Have to be careful though as invulnerable hero can be a very OP mechanic.
Shaman has access to cantrips like Far Sight and buildaround draw engines like the Frog Spirit, but aside from those does suffer from a lack of card draw. Compare it to things like Northshire Cleric, Wax Breath, Divine Favor, Valdris, Master’s Call, Overflow/Ultimate Infestation, Arcane Intellect, Battle Rage, or even just the Warlock Hero power, and it becomes obvious that card draw isn’t exactly Shaman’s forte.
Or like warrior shouldnt be able to paly tempo and controll and still can?
Blizz never claimed that was Warrior’s identity, though. the identity of the class is focusing on the board using Armor/weapons and Rush/Taunt to their strengths. Warrior’s weaknesses (e.g. Face Damage spells) have mostly been kept in line aside from their Galakrond.
Classes having a particular weakness doesn’t mean they should be locked out of that thing period. It means that those classes are ineffective at accomplishing that thing, and often have to use multiple cards or rely on Neutral options to accomplish that (for example, Paladin has to use Equality + Pyro or Consecration to wipe the board, or Shaman might rely on Battlecry synergies + Novice Engineer). The card OP proposed doesn’t align with this at all and instead just gives Rogue a full heal over the course of three turns (something that even the best healing classes would struggle to do without specific pieces).
I agree that Rogue needs some help right now and could definitely use some healing and/or ways to deal with wide boards, but OP’s suggestion is does too much in exchange for too little.
Priest is supposed to suffer from card draw as well and tbh, northshire is a very specific card that need to be built around it (circle of healing, pyromancer, other healing card and low cost spell, and acolyte of pain). It can’t be implemented in rez priest either. And frog spirit is so powerful that overload and galakrond shaman can empty their deck faster than most deck, although it requires some deck building restriction.