Why is Rogues Set so bad this time?

Im sorry but… why is the Rogue set so bad this time?

Only the 2 mana draw card is kinda ok.

Opu:
Legendary · Minion · The Lost City of Un

  • Should have been a 3-4 Mana Minion with maybe Battlecry and Combo only to see play.
    Why does Rogue get 6 Mana Legendaries over and over again which rarely see play?

The 1 Mana Minion Merchant of Legend:
Common · Minion · The Lost City of Un

  • Should have discover Legendarie Minions from other classes.
    The pool of neutral Legendaries is too bad.

The 4 Mana Minion ( Neferset Weaponsmith )
Common · Minion · The Lost City of Un

  • Should have discover and would even then not see play probably. Maybe should be 2-3 Mana.

The 2 Mana Minion: Eyes in the Sky
Rare · Minion · The Lost City of Un

  • Should shuffle a copy into your own deck.

And the worst of all: Ambush Predators
Rare · Spell · The Lost City of Un

  • No Comment

Underbrush Tracker

Epic · Minion · The Lost City of Un
The rush minion is kinda ok but doesnt work since the whole set doesnt work.

Knockback is also ok i guess.
Epic · Spell · The Lost City of Un

The Quest REward looks interesting but with all the bad shuffling cards it doesnt work.
Legendary · Spell · The Lost City of Un

Overall i have the feeling that the Team is very defensive with designing Rogue cards.

I wish they would tend more to the other side to atleast have playable cards at the release of a new expansion and then if needed they can get balanced.

What is your opinion?

5 Likes

I haven’t played with rogue outside of the prerelease brawl yet, but opu seemed perfectly fine for its cost. Dealing 3 damage to Al enemy minions and drawing 3 cards is pretty good even at 6 mana.

1 Like

People complain about combo decks. Rogue is a class that has a strong connection with combo.
And everything strong tends to become broken when it is utilized by Rogue.
Probably they are afraid to release smth strong for Rogue.
I can understand why they try to make new archetypes for Rogue very weak. They can buff smth carefully later.
But I don’t understand why they don’t develop and support the thief theme. Eudora is such a fun card… and it is unplayable. Maestro was used as a tech tourist card only. Ashamane is great, but had so little support that had to rely on cards that has no connection with the thief theme at all and just good or OK to survive.

2 Likes

The 1 mana 1/2 minion is fine, its solve two problems, first turn drop and the class drawing too much to fatigue, could be better but have a pass.

The rest is pure garbage.

2 Likes

It would be fine if it was 3 damage at once, but it’s 2 damage on drop IF you can combo it, which won’t be easy as a 6-drop

1 Like

6 mp 3 aoe damage - murlock pal on mp 6 have already +3\3 aura. maybe if this card has poison it will be pretty.

i like this one :rofl: it’s help enemy kill you more quickly.

2 Likes

After 10 years of this it seems clear to me they want value rogue to exist as a concept, but not for it to ever be playable.(excavate is the exception) these are the “collectable” cards you admire the art of but have to be a masochist to try and use.

Opu is following classic rogue tax rules.
“If a card can be discounted, assume it will always be played at a discount.” Should be 5 mana

2 Likes

Certain classes have their cards taxed. Rogue is one of them.

3 Likes

All that ever accomplishes is pushing rogue to lean on stong neutrals and avoid class cards.

They need to stop wasting all these epic and legendary rogue slots on junk.

I actually like opu, but its not really doing much on turn 6 when Druid is slamming giants or pali’s minions have 4 or 5 hp already

2 Likes

Opu is a great legendary. It’s just grossly overcosted. Make it 4 mana and remove the deathrattle and we have a staple rogue card.

4 Likes

At least 5 mana. It would be nice if you had opportunities to combo it with thalnos or talgath, but its not happening with it at 6 mana lol

1 Like

But…but you can battlecry, shadowstep, battlecry+combo it on turn 10 for 3 whole aoe damage+3 card draw!

4 Likes

For reference , vilespawn lasher from origional ungoro is a 5 mana combo assassinate and you could run 2 lol

1 Like

Exactly this!

It would be a great card this way.

4 Mana without the Deathrattle seems to be the sweet spot.

A little bit of dmg and value at a playable price.

But the sad thing is that they will probaby go the safe way and buff it to 5 mana and keep it how it is.

And it will still not see play.

1 Like

Eudora, maestra, goldbeard and odu are all balanced around fear of sonya shennanigans. Thats why they refuse to make any of them 4 mana xD

So instead, if you can even find time to play them, the game is over before you can get value off of them

2 Likes

I tried to play with the card, the best I could do was get the location spell damage with the 2 manas 2/2 minion and with the coin give “amazing” 4 damage aoe and draw 2 cards.

No way, it is crap, the damage is not relevant in that stage of the game, plus, combo card at 6 manas is not so easy to play.

At 8 manas you can combine with spell damage minions, but again, at 8 manas is hard to be relevant, specially with giant murlocks around.

2 Likes

Clearly you do not play rogue. Clearly you have not played Ohpoo on six.

When on the prior turn the Druid played a 10/10, 8/8, 2/14 and 4x 4/1s. OK so you killed the carrier’s fighters. You know they respawn right? And you’re about to get hit in the face with 20 base damage at least after playing only Ohpoo on your turn. Not to mention another 16 damage coming from the next wave of fighters. Remember the first 16 damage that hit your face when the carrier was played?

How much health does rogue have? 50 right? Oh butterfingers the Druid just did 52 damage on turn 6. Remind me how doing 2-damage area of effect and drawing two cards is helpful. Well I guess you’d have to think about that next game since you just lost playing your six mana card with zero impact.

You have to wait for the deathrattle for the last draw and final 1-damage. The card can be silenced or bounced since it doesn’t have stealth: Ohpoo the Seen. Don’t even talk to me about the murlocs.

Maybe Opu should have that battlecry apply to your next game. During your next game on turn three draw three cards and do three damage to all enemy minions. I’d play that on my turn six in the previous game.

3 Likes

I couldn’t agree more. I love the concept of the card. Change the name because it doesn’t have stealth. We all see Opu.

And finally allow Rogues to use Fan of Knives because the actual spell is unplayable.

Other Options

Make it 2 mana battlecry/combo cast Fan of Knives and make it a 2/2. Give it Elusive so you can’t pick it up.

Or leave it at six cost and have its cost reduced by two for every ninja turtle that you summon. To make that balanced you could have that 2-cost reduction effect only work while Opu is in hand. So you cannot repeatedly play it and pick it up and play it.

You would have to wait for more turtles.

1 Like

That card is almost unplayable in this meta. It is essentially a non-archon dark Templar.

Since you have to combo it and its cost cannot be natively reduced by other consistent mechanics.

1 Like

Could be yea.

But who rly wants to do a Sonya combo with Opu in lategame?

Drawing more and a bit more board dmg?

Its not like an OTK or anything.

1 Like