Lockbox of Rogue minions, spells, and weapons. Expect fun, interesting, and at times, gimmicky cards.
Season 1
"Decorated with grace and elegance, Rogues take pride in making each and every one of their kills a sight to behold. With tricks more than what their sleeves can fit, Rogues are armed with the deadliest traps* and sharpest blades. *Not actual traps, visit the Hunter class for those."
General cards with no particular theme, or aesthetic.
Card Name
Image
Description
First Blood
A simple yet efficient card, that I think can act as a combo enabler as well as a comeback mechanic. Can be said to be similar to the Warlock's Mortal Coil. Generally I'd consider drawing a card more costly than equipping a 1/2 weapon, as such the damage output of First Blood has been increase as compared to Mortal Coil.
Widow's Wick
An old idea that I had thought of sometime back. Can help you regain the board after a Muster for Battle or Imp-losion. Can deal a lot of damage when combined with weapon buffs and has a handsome amount of durability to ensure that it does.
Knife Juggle
Just something to counter a turn 2 Shielded Minibot. Creation of salt? Maybe.
Masquerade
An interesting tool that can be used to deal a huge amount of face damage to your opponent if he leaves behind a strong minion on the board.
Blackmarket Sentry
This card is based of off Shado-Pan Rider. It has low on curve stats, but if you combo it, it becomes a Chillwind Yeti for 3 mana.
Dual Wield
A new idea to Hearthstone, the ability to equip two weapons, and attack with each. Could be fun to have the ability to equip both Assassin's Blade and attack with it and have a Poisoned Blade that loads up in the background... Hey!! It's called Theorycrafting...
Blade Enchantress Zevha
The buff applies only to the weapon you currently have equipped. Could work as a 4 drop in a tempo-based Rogue. A stronger Chillwind Yeti, which might actually be run now since Piloted Shredder won't be in standard.
Sen'jin Dagga' Juju
Let us solve this healing problem once and for all, aye? Well, mon, dis fine lil' juju potion' may no' solv' da probl'm fullee, bu' it will decr'ease, ya, mon.
Troll dialect aside, I think of this card to be the Power Word: Glory of Rogue. Functions quite similarly, has a combo to make it even better. Really promotes Rogues playing weapons with high durability instead of just their Hero Power. Also is a low cost spell, which is always a plus side for Rogue.
Mahnoor Snowblade
Could give Rogue a bit more survivability. Seems not too OP imo, however if I were to nerf it, then the "Talwaar" could have less durability. All in all, a Tirion-ish Rogue card that acts similar to an Ice Block combined with Gorehowl. 2complex4me
Shadowy Sentinel
An attempt at combining two different Rogue archetypes (Mech & Deathrattle), to possibly form one strong one. The Deathrattle can belong to any collectible card in the game, ranging from Haunted Creeper's to Sneed's Old Shredder's to even a board wipe on your part from Abomination. So, the RNG range is huge, and could possibly even be broken, but since your don't know what deathrattles you get, there's no literal way of playing around them.
Power "Candy"
The kind of candy your parents warned you not to eat as a kid. Strong effect at first, but you better be prepared to deal with the "side effects". Seems balanced imo. Compare it with Tinker's. Here's the side effects:
Persuade
Fun combination of Entomb and Corruption. I could not find better wording for this without it sounding weird, help appreciated.
C. Lumbus
Famous for his ability to turn small items into strong artifacts, C. Lumbus can find his way into an interesting Rogue deck with Cutpurses and Tomb Pillagers. More coins in the future means more synergy for this guy. Has good stats for the cost, because the effect is too linear to be consistent and needs prior set up.
In any case, this is a Loatheb-like effect which is very much needed now that Standard is coming.
Asha'Alor Agent
Strong taunt for 6 mana that restores at least 8 damage to your hero over time. Possibly over powered, but Rogue does need something like this.
Demonic Mischief
Rogues really remind me of those weird Dungeon-y fellows who hide and do weird experiments. One of those experiments may be summoning weird creatures from the Twisting Nether! Hence, this card.
Season 2
"As the looming threat of the Old Gods has resulted in an imminent war against the dark forces, the world of Azeroth calls for a new breed of hero. When glimmers and rays of the holy light fade, and the calls of nature answer to none, Azeroth is in need of heroes who take matters into their own hands, now more than ever. Will you be able to suppress the forces of the Old Gods?"
Focus on the uses of Toxins, and other such themes introduced in .
So, what's new?
Let's start the new season by introducing the main theme around it: The Toxins. With the release of, Rogues got to see a a new and interesting weapon in their arsenal. That being, the corrosive Toxins. The Toxins are 5 1-Mana cards that are available to the player via different methods, thus far, only Xaril, Poisoned Mind. Gaze at these 1 Mana Monstrosities!
Similar to Spare Parts, these Toxins all of different effects. While some are used for helping our own selves, others can be used for inflicted damage and causing problems for the enemy. The theme that I decided to choose while making cards was to use these as "Chemicals" created in Pandaria, by the Klaxxi, namely, Xaril, Poisoned Mind. These are then shipped all round the world, causing some people to become addicted to them, while others smuggle them to sell them for profitable prices.
One thing to keep in mind is that these Toxins are more or less used to add flavor to existing decks, rather than creating decks of their own. Being just 1-Mana spells, the Toxins themselves will not be able to create a Toxin-archetype, however combo'd with cards like Gadgetzan Auctioneerr and Malygos, these Toxins can cause the enemy player to become... well... toxic.
Something else that might tickle your fancy is some good ole' Cursing. No, not the swearing type, the evil long lost hexes type. Also, there's Dragons. Yeah. ... Just bear with me please.
Batch # 1: Toxinated Treachery
Zehn'Gen's Bucko
Your generic 2-drop to help you gain those Toxins early on. Though unlikely, it can attack multiple times, thus giving you a lot of Toxins. The stealth does allow you to get at least one. The drawback from this is that you don't get the Toxin immediately. You get it the next turn, assuming you attack with it. All in all, a pretty alright 2-drop for a Toxic deck.
Change: Stealth removed for Balance. Stats inverted.
Toxin Addict
Likely with the mass of production of Toxins, there's bound to be people who use them a bit too much. This card can help you gain strong tempo even on Turn 3 by playing a single Toxin, thus this going to 0 Mana, and then you playing something else with the remaining 2 mana.
Chemical Factory
Xaril alone, won't be able to handle all that much work load, considering how nuts people are over these Toxins, thus creating a Chemical Factory, doesn't sound too bad of an idea, eh? This makes it so your Toxins have more of an impact when played, however it's a 2 Mana Tempo loss when played with nothing else.
Change: Costs just 1 mana.
Recipe for Disaster
For those days, when you just don't feel like there's enough Toxins in your deck. Could be used in some sort of rush-Rogue deck, that aims to draw as many cards as possible. The chances of most of your spells becoming Kingsblood Toxin or Briarthorn Toxin is there, so this could be played. The 4 Mana is a hurdle however, that most Aggro decks don't dare pass.
Black Market Vendor
The Black Market of Pandaria strikes again! Can help you get a few more Toxins in the mid-game. Will almost always give at least 1 Toxin, as even if your opponent gets the Coin, this triggers, if they played it. Gets more and more value as you play more coins.
Overdosed Zombie
The ultimate late-game Toxin card. Incredibly weak card as it comes to stats, however it rewards you with 5 Toxins, one of each. If you look at it as 5 cards drawn from Auctioneer it doesn't sound too bad. Could even be good to make sure you get a certain kind of Toxin, if you happen to not be getting that one.
Toxic Rings
An interesting thing to note is that, the Toxins, by themselves do not have any synergy with weapons or the Rogue Hero Power. That being said, something like this, could be useful to ensure you have a good flow of Toxins throughout the game.
Batch # 2: Curses, Secrets 'n' Sentries!
Gathering Intel
Could be interesting. There's a bit of RNG here, since you could be given a Paladin secret, with 2 other Mage Secrets, but for 1 Mana, you can't really complain.
Curse of the Silithid
Could help Deathrattle Rogue make some good trades. Your 1/1s from Haunted Creeper aren't too strong, but using this could have them turn into Mini-Maexxnas. For 3 mana, it is quite expensive, though, as it requires the Rogue to already have board presence.
Under-King Anub'et'kan
The Deathrattle Rogue legendary that we deserve. 7 Mana allows it to be combo'd with Unearthed Raptor, however finding activators for all these eggs might prove to be difficult. Rogue decks might start running Raid Leader or Stormwind Champion... who knows.
Curse of Blindness
Yet another Curse card for Rogues. Like the previous one, this interacts with minions, however unlike friendly, this time it makes it difficult for enemy minions to attack correctly. Quite a niche, however may force aggro decks to make some unwanted trades.
Blend
A simple, yet effective one. It's an Ice Block-ish effect for 2 mana. It's weaker than Ice Block in the sense that even though your hero has stealth, it doesn't make them Immune. They can die still to random effects or stuff like Sinister Strike that doesn't require targeting. Plus, you can't pre-play this, it needs to be played exactly before the turn you need protection.
Elite Sentry Poe
Alright, here's another Pandarean for all those Panda-lovers out there. He's the main guard, and the most elite sentry at the Black Market. Poe's strength comes from the fact that he's has almost on curve stats, thus, by using your Hero Power, he effectively becomes Spell Damage +2. Furthermore, if you use bigger, badder weapons, then Poe's value sky-rockets! Rogue's could definitely find a use for him, I feel.
Batch # 3: Dragonz Shenaniganz
Recently the Old Gods dropped by our not-so-little corrupted friend the Scaled Nightmare. While neutral this card screams Rogue to me, because in order to truly reap the benefits of its insane effect, the Stealth mechanic needs to be included in someway or the other. Alone, I feel the card will range from weak to mediocre, but using cards like Conceal and Cold Blood will make the card possibly be great or insanely strong (wishful thinking, but yeah). Rogue's one of the classes that got absolutely no dragon support from the start, let's change that shall we?
Lil' Hatcher
Pretty basic card, weak stats for the cost but it's effect is quite The Mistcaller-ish. It probably won't stick for more than one turn, but if it does then you'll be miles ahead when you play on curve.
Crimson Drake
This is the last card I made, from the 6 original cards made in this batch. While it doesn't follow the theme of the "Scaled-Buff Rogue" I want to make with these Dragons, it's the kind of card this deck could really use to survive. Sitting beside a Twilight Drake will certainly cause your opponent to go into a fit.
Drakonid Spellbreaker
This effect can go in a lot of general Rogue decks, even those that have nothing to do with Dragons. The effect is slow, I'd say, but it's a 5 mana 5/5, so you have all the time in the world. (Counting in Rogue-timings, of course!)
Sinestra, Prime Consort
Sinestra is the mate of Deathwing, mother to Nefarian and Onyxia. This is her in her human form. She's a very strong sorceress and thus I decided to relate her with spells. In the past we've seen cards like Baron Rivendare and Brann Bronzebeard double up our Deathrattles and Battlecries, but how about a minion that triggers our spells twice? I created this card with the Scaled Nightmare and Cold Blood Combo in mind, but this card has the possibility to be insane in ANY Rogue deck. Imagine playing just a single Oil, but gaining the value of two? (Blade Flurry, won't work because the weapon will be already destroyed the second time, so hold on you OTK-complainers.) Honestly, this card might be my favorite in the batch, if not the entire thread, simply because of the possibilities, man. Imagine 6 Nerubians with Beneath the Grounds, or 6 copies with Gang Up. Ughghgh. *Theorycrafting flux*
Sinestra, the Brood Mother
She doubles spells, and doubles herself! Yup, there's two Sinestra cards. This time, she's graced her presence with her Dragon form. Again, following the theme of magic and spell-slinging, Sinestra once again comes to the board with an epic impact. She triggers the effects of 5 spells you've cast this game on your enemies. The spells can be damage-based, from Sinister Strike to Eviscerate, to a Headcrack or a simple Shiv. Since the card especially mentions "enemies" the spells must either be Damage-doing or ones that interact with minions such as Sabotage or Assassinate. Your spells like Beneath the Grounds will not work, something like Gang Up, will however. Obviously, you won't be using Gang Up or Assassinate on enemy heroes, thus you also won't be using Sinister Strike on enemy minions. If a certain spell mentions that it can only be used on heroes or minion, Sinestra, will also only trigger them on a hero or a minion. If a minion does not exist, that certain spell will simply not trigger, in which case among the 5, only the ones that can function without a minion on board, like Sabotage (breaking your opponent's weapon) will trigger. Also just to have things cleared, the this works like Anyfin Can Happen in the sense that the 5 spells need to be 5 different spells, and much like Anyfin, if you casted multiple copies of a single spell, you will once again trigger multiple effects of that one spell. As far as balance is concerned, it lines up with the other insane 9/10 mana Dragons/Old Gods. It has a pre-requisite and a strong board impact, which however, has RNG required. Requires a deck to be made for it before hand with focus on certain minion-targeting spells. It becomes nuts with Spell Damage, which I believe to be the center-point in Dragon Rogue.
Effect has been changed. I'll add a new description soon TM.
Batch # 4: Flippin' Coins
Lockbox of the Ancients
Edit: Previously called Heads or Tails.
Discovering a Legendary is pretty strong, so I think something of an RNG-aspect should be attached to it. The "Coin" in this is not the legit Rogue "Coin" we're used to. It's just used to indicate that there's 50% chance either of these effects take place.
Pit Lurker
Pretty cool card on curve. Like other Flip a Coin cards, this definitely has RNG-attached. Thing is, it's good on its own. The RNG extra effect makes it better or not, depending on luck.
Elusive Assassin
This minion is actually inspired from Genji from Overwatch! Genji has an ability which allows him to repulse any incoming damage, and this minion does something similar. When it takes damage, there will be a coin flip. If you win, then it will deal that much damage to a random enemy. Can prove to be great in some situations but a tad bit too much RNG for my own personal tastes.
Sneak Attack
A board clear for Rogues. You kind of need to win the Coin Flip here otherwise it ends up being a kind of worse Fan of Knives. Follows the Rogue aethetic of attacking first or "sneak attacking" because of the undamaged characters part.
Dr. Ten Tickles
The Coin Flipping Legendary! A 1 Mana 3/3 that lives if you win the Coin Flip but dies immediately if you lose, making it a gamble. You have a 50% chance of this being an awesome start, or a bad one. Making it a Legendary is essential here, because more than one of this annoying guy shouldn't be allowed in any deck! This is also last card from the Second Season!
... AND that concludes Season 2. With a total of 25 23 cards, this Season got to see a lot of variety, ranging from Toxins, to Curses to Dragons! Alas, with the Old Gods gone, it needs to come to an end. Thanks for all the support guys, it's been a blast to make this season. See ya'll, next time.
While I do like some of these ideas, it's probably worth noting that many of your targets (Muster for Battle, Imp-losion, and Shielded Minibot) are all going in the can come the release of Standard.
What I think Rogue needs more than anything is (1) a card draw mechanic other than Sprint or Fan, and (2) a new win condition after the loss of Oil.
I love First Blood a lot and Widow's Wick (name, art + effect).
Knife's Juggle seems a bit clunky for some reason. However, I love the mechanic (it really seems like a poison effect; so maybe change the name to Venomous Juggle?).
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'There is nothing more deceptive than an obvious fact'
First Blood is a neat idea, and I was actually thinking of something like Widow's Wick recently. Both good ideas. Here's one I came up with a while ago:
Originally I had the cost at 5, but it seems when I saved it to imgur I had decided to make it 4. More balanced at 5, but might be too weak to see play. Anyway, was meant to give rogues good board clear with combo to keep it flavorful. With this and a good draw mechanic, rogues could actually become a viable control class.
I love First Blood a lot and Widow's Wick (name, art + effect).
Knife's Juggle seems a bit clunky for some reason. However, I love the mechanic (it really seems like a poison effect; so maybe change the name to Venomous Juggle?).
Thanks.
I'll consider changing the name. :) The clunky part may stem from the fact that its random. However it can be compared to Flamecannon, more or less.
First Blood is a neat idea, and I was actually thinking of something like Widow's Wick recently. Both good ideas. Here's one I came up with a while ago:
Originally I had the cost at 5, but it seems when I saved it to imgur I had decided to make it 4. More balanced at 5, but might be too weak to see play. Anyway, was meant to give rogues good board clear with combo to keep it flavorful. With this and a good draw mechanic, rogues could actually become a viable control class.
Seems too strong imo. Could easily cost 5, considering the other Rogue board removals aren't too good either.
Again, I love Masquerade a lot and Blackmarket Sentry. Although, maybe you should consider decreasing the mana in Masquerade at 2. Seems too much at 3.
Dual wield sounds awesome but seems difficult to implement. Maybe reword it in order to combine the stats and effects of weapons?
Cool cool. I like the flavor, if nothing else, but they seem fairly balanced (the legendary might be strong for 4 mana, but since you only get to run one... hard to say.)
Does that mean it's good? Sorry, I'm not well versed in Twitch emotes. ^-^
That means it's great/awesome. I love the flavor of the card. It can be combined with Shadowstep for awesome combos and it also has a great body. Not to mention that rogues don't have any good 4-drop (I forgot Tomb Pillager). All we need now is a good vanilla weapon (like an earlier Assassin's Blade) and we're good to go.
You can try to google it :D (http://knowyourmeme.com/memes/kreygasm)* .Back to the original topic , these are great ideas for cards , man ! I don't know why, but I can't image Dual Wield as a real card ,but I would love to see the rest of them in game anytime soon.
I think dual wield could only work if it was a specific weapon, that split into two when you cast it. It would be like Windfury, but each weapon would have it's own attack, which you could stagger as you wish. That way the stats could be balanced. I think a persistent effect would just be too much.
Rogues don't really have a 3-drop that's just good to slam on an empty board. The Inspire on this card takes away the negative impact of replacing your poisoned dagger, and the poisons could be saved over many turns to make one huge weapon or combo other cards.
Healing spell looks great. Although, (imo) rogues should have ways to evade or be immune to damage instead of healing (though ninjas have some knowledge of healing practices).
Also, the Undercity Apothecary will be great if it's only one effect (I prefer the Inspire but might be too strong)...
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'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
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Lockbox of Rogue minions, spells, and weapons. Expect fun, interesting, and at times, gimmicky cards.
Season 1
"Decorated with grace and elegance, Rogues take pride in making each and every one of their kills a sight to behold. With tricks more than what their sleeves can fit, Rogues are armed with the deadliest traps* and sharpest blades. *Not actual traps, visit the Hunter class for those."
General cards with no particular theme, or aesthetic.
Card Name
Image
Description
First Blood
Widow's Wick
Knife Juggle
Just something to counter a turn 2 Shielded Minibot. Creation of salt? Maybe.
Masquerade
Blackmarket Sentry
This card is based of off Shado-Pan Rider. It has low on curve stats, but if you combo it, it becomes a Chillwind Yeti for 3 mana.
Dual Wield
A new idea to Hearthstone, the ability to equip two weapons, and attack with each. Could be fun to have the ability to equip both Assassin's Blade and attack with it and have a Poisoned Blade that loads up in the background... Hey!! It's called Theorycrafting...
Blade Enchantress Zevha
The buff applies only to the weapon you currently have equipped. Could work as a 4 drop in a tempo-based Rogue. A stronger Chillwind Yeti, which might actually be run now since Piloted Shredder won't be in standard.
Sen'jin Dagga' Juju
Let us solve this healing problem once and for all, aye? Well, mon, dis fine lil' juju potion' may no' solv' da probl'm fullee, bu' it will decr'ease, ya, mon.
Troll dialect aside, I think of this card to be the Power Word: Glory of Rogue. Functions quite similarly, has a combo to make it even better. Really promotes Rogues playing weapons with high durability instead of just their Hero Power. Also is a low cost spell, which is always a plus side for Rogue.
Mahnoor Snowblade
Could give Rogue a bit more survivability. Seems not too OP imo, however if I were to nerf it, then the "Talwaar" could have less durability. All in all, a Tirion-ish Rogue card that acts similar to an Ice Block combined with Gorehowl. 2complex4me
Shadowy Sentinel
An attempt at combining two different Rogue archetypes (Mech & Deathrattle), to possibly form one strong one. The Deathrattle can belong to any collectible card in the game, ranging from Haunted Creeper's to Sneed's Old Shredder's to even a board wipe on your part from Abomination. So, the RNG range is huge, and could possibly even be broken, but since your don't know what deathrattles you get, there's no literal way of playing around them.
Power "Candy"
The kind of candy your parents warned you not to eat as a kid. Strong effect at first, but you better be prepared to deal with the "side effects". Seems balanced imo. Compare it with Tinker's. Here's the side effects:
Persuade
Fun combination of Entomb and Corruption. I could not find better wording for this without it sounding weird, help appreciated.
C. Lumbus
Famous for his ability to turn small items into strong artifacts, C. Lumbus can find his way into an interesting Rogue deck with Cutpurses and Tomb Pillagers. More coins in the future means more synergy for this guy. Has good stats for the cost, because the effect is too linear to be consistent and needs prior set up.
Mafia Lady Lydia
After her failed rebellion against King Varian Wrynn, Lady Lydia needed to Conceal herself and her goons because the Stormwind Knights were looking to Execute her.
In any case, this is a Loatheb-like effect which is very much needed now that Standard is coming.
Asha'Alor Agent
Demonic Mischief
Season 2
"As the looming threat of the Old Gods has resulted in an imminent war against the dark forces, the world of Azeroth calls for a new breed of hero. When glimmers and rays of the holy light fade, and the calls of nature answer to none, Azeroth is in need of heroes who take matters into their own hands, now more than ever. Will you be able to suppress the forces of the Old Gods?"
Focus on the uses of Toxins, and other such themes introduced in .
So, what's new?
Let's start the new season by introducing the main theme around it: The Toxins. With the release of, Rogues got to see a a new and interesting weapon in their arsenal. That being, the corrosive Toxins. The Toxins are 5 1-Mana cards that are available to the player via different methods, thus far, only Xaril, Poisoned Mind. Gaze at these 1 Mana Monstrosities!
Similar to Spare Parts, these Toxins all of different effects. While some are used for helping our own selves, others can be used for inflicted damage and causing problems for the enemy. The theme that I decided to choose while making cards was to use these as "Chemicals" created in Pandaria, by the Klaxxi, namely, Xaril, Poisoned Mind. These are then shipped all round the world, causing some people to become addicted to them, while others smuggle them to sell them for profitable prices.
One thing to keep in mind is that these Toxins are more or less used to add flavor to existing decks, rather than creating decks of their own. Being just 1-Mana spells, the Toxins themselves will not be able to create a Toxin-archetype, however combo'd with cards like Gadgetzan Auctioneerr and Malygos, these Toxins can cause the enemy player to become... well... toxic.
Something else that might tickle your fancy is some good ole' Cursing. No, not the swearing type, the evil long lost hexes type. Also, there's Dragons. Yeah. ... Just bear with me please.
Zehn'Gen's Bucko
Your generic 2-drop to help you gain those Toxins early on. Though unlikely, it can attack multiple times, thus giving you a lot of Toxins.
The stealth does allow you to get at least one.The drawback from this is that you don't get the Toxin immediately. You get it the next turn, assuming you attack with it. All in all, a pretty alright 2-drop for a Toxic deck.Change: Stealth removed for Balance. Stats inverted.
Toxin Addict
Chemical Factory
Xaril alone, won't be able to handle all that much work load, considering how nuts people are over these Toxins, thus creating a Chemical Factory, doesn't sound too bad of an idea, eh? This makes it so your Toxins have more of an impact when played,
however it's a 2 Mana Tempo loss when played with nothing else.Change: Costs just 1 mana.
Recipe for Disaster
Black Market Vendor
Overdosed Zombie
Toxic Rings
Gathering Intel
Curse of the Silithid
Under-King Anub'et'kan
Curse of Blindness
Blend
Elite Sentry Poe
Alright, here's another Pandarean for all those Panda-lovers out there. He's the main guard, and the most elite sentry at the Black Market. Poe's strength comes from the fact that he's has almost on curve stats, thus, by using your Hero Power, he effectively becomes Spell Damage +2. Furthermore, if you use bigger, badder weapons, then Poe's value sky-rockets! Rogue's could definitely find a use for him, I feel.
Lil' Hatcher
Crimson Drake
Drakonid Spellbreaker
Sinestra, Prime Consort
Sinestra, the Brood Mother
She doubles spells, and doubles herself! Yup, there's two Sinestra cards. This time, she's graced her presence with her Dragon form. Again, following the theme of magic and spell-slinging, Sinestra once again comes to the board with an epic impact. She triggers the effects of 5 spells you've cast this game on your enemies. The spells can be damage-based, from Sinister Strike to Eviscerate, to a Headcrack or a simple Shiv. Since the card especially mentions "enemies" the spells must either be Damage-doing or ones that interact with minions such as Sabotage or Assassinate. Your spells like Beneath the Grounds will not work, something like Gang Up, will however. Obviously, you won't be using Gang Up or Assassinate on enemy heroes, thus you also won't be using Sinister Strike on enemy minions. If a certain spell mentions that it can only be used on heroes or minion, Sinestra, will also only trigger them on a hero or a minion. If a minion does not exist, that certain spell will simply not trigger, in which case among the 5, only the ones that can function without a minion on board, like Sabotage (breaking your opponent's weapon) will trigger. Also just to have things cleared, the this works like Anyfin Can Happen in the sense that the 5 spells need to be 5 different spells, and much like Anyfin, if you casted multiple copies of a single spell, you will once again trigger multiple effects of that one spell. As far as balance is concerned, it lines up with the other insane 9/10 mana Dragons/Old Gods. It has a pre-requisite and a strong board impact, which however, has RNG required. Requires a deck to be made for it before hand with focus on certain minion-targeting spells. It becomes nuts with Spell Damage, which I believe to be the center-point in Dragon Rogue.Effect has been changed. I'll add a new description soon TM.
Lockbox of the Ancients
Edit: Previously called Heads or Tails.
Discovering a Legendary is pretty strong, so I think something of an RNG-aspect should be attached to it. The "Coin" in this is not the legit Rogue "Coin" we're used to. It's just used to indicate that there's 50% chance either of these effects take place.Pit Lurker
Elusive Assassin
Sneak Attack
Dr. Ten Tickles
... AND that concludes Season 2. With a total of
2523 cards, this Season got to see a lot of variety, ranging from Toxins, to Curses to Dragons! Alas, with the Old Gods gone, it needs to come to an end. Thanks for all the support guys, it's been a blast to make this season. See ya'll, next time.While I do like some of these ideas, it's probably worth noting that many of your targets (Muster for Battle, Imp-losion, and Shielded Minibot) are all going in the can come the release of Standard.
What I think Rogue needs more than anything is (1) a card draw mechanic other than Sprint or Fan, and (2) a new win condition after the loss of Oil.
Still, some decent ideas here.
I love First Blood a lot and Widow's Wick (name, art + effect).
Knife's Juggle seems a bit clunky for some reason. However, I love the mechanic (it really seems like a poison effect; so maybe change the name to Venomous Juggle?).
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
First Blood is a neat idea, and I was actually thinking of something like Widow's Wick recently. Both good ideas. Here's one I came up with a while ago:
Originally I had the cost at 5, but it seems when I saved it to imgur I had decided to make it 4. More balanced at 5, but might be too weak to see play. Anyway, was meant to give rogues good board clear with combo to keep it flavorful. With this and a good draw mechanic, rogues could actually become a viable control class.
Added three new cards.
Again, I love Masquerade a lot and Blackmarket Sentry. Although, maybe you should consider decreasing the mana in Masquerade at 2. Seems too much at 3.
Dual wield sounds awesome but seems difficult to implement. Maybe reword it in order to combine the stats and effects of weapons?
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
-Added a legendary.
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
Cool cool. I like the flavor, if nothing else, but they seem fairly balanced (the legendary might be strong for 4 mana, but since you only get to run one... hard to say.)
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes
You can try to google it :D (http://knowyourmeme.com/memes/kreygasm)* .Back to the original topic , these are great ideas for cards , man ! I don't know why, but I can't image Dual Wield as a real card ,but I would love to see the rest of them in game anytime soon.
* I am a little bit late ,but still ......
Take a look at my card creations here in vojza's mini expansion topic.
Really like the Legendary.
I think dual wield could only work if it was a specific weapon, that split into two when you cast it. It would be like Windfury, but each weapon would have it's own attack, which you could stagger as you wish. That way the stats could be balanced. I think a persistent effect would just be too much.
-Added a healing based Rogue card (WHAT?!).
Rogues don't really have a 3-drop that's just good to slam on an empty board. The Inspire on this card takes away the negative impact of replacing your poisoned dagger, and the poisons could be saved over many turns to make one huge weapon or combo other cards.
I wondered if maybe it was a bit OP, but I wanted something strong enough that it could put Rogue back on the map in constructed.
Of note: I designed the card before Wild/Standard formats were announced, so the required power level for new cards to be "playable" was much higher.
Healing spell looks great. Although, (imo) rogues should have ways to evade or be immune to damage instead of healing (though ninjas have some knowledge of healing practices).
Also, the Undercity Apothecary will be great if it's only one effect (I prefer the Inspire but might be too strong)...
'There is nothing more deceptive than an obvious fact'
Sherlock Holmes