Hey guys. I've made 5 Secrets for the Rogue. The idea I've had about these cards is that the effects are largely unavoidable, and the Rogue WILL benefit from these in some way, eventually. It's much more difficult to fish-out the secrets like you can for the other secret-playing classes. (For example: Snipe can be fished-out by playing a weak minion, or a minion that can take a lot of damage). However, this comes at the cost of having fewer secrets than other classes. They also have the most expensive secrets of any class, at 4, so they require a pretty large investment. Rogues are unlikely to more than 1, or maybe 2, secrets active at one time.
Finishing Move is a card that can punish Control, and can be used to create a tempo-swing in your favor. Playing it would be particularly strong with a minion with Deathrattle, or Taunt.
Thievery is one of those troll cards. It's a card that is (To my knowledge) is impossible to work-around. Something I've never seen anyone think about is how Competitive Spirit can coax your opponent into making poor decisions, trying to trigger the secret in a way they can control. Thievery does the same thing, except it can be even worse. It also fits into a "Coin Rogue" archetype. A Mage playing Arcane Intellect will get you 3 coins, allowing you to gain a 10-mana minion out on turn 7.
Compare Escape to the Mage Secret Ice Block, this card has a similar effect. Escape, depending on the person, can be seen as inferior to Ice Block, or superior. On one hand, it has the chance to save you from a larger minion for a turn. It can even turn a player's supposed "lethal" against them, where players play their weaker minions first to get as much "overkill" as possible. It can also trigger at any time, not just when you're going to die. However, on the other hand, it doesn't prevent all the damage like Ice Block. So pick your evil, I guess.
You shouldn't underestimate this secret. Sure, it won't kill the minion like other secrets can. BUT, it can prevent a dangerous Battlecry from occurring. Just imagine your opponent playing C'Thun with this Secret active!
This is my personal favorite. Bedlam is basically a tech card against Discover minions and spells. It doesn't prevent any effects from triggering like Cut-Throat does, but it can make your opponent's game a bit more interesting. Particularly when they happened to get 2 particularly good picks, they may change what they take to prevent you from pulling something crazy off.
To me, Thievery and Finishing Move are a bit weak. I can't offer any solution to Thievery, but maybe Finishing Move could state, "When an enemy minion takes damage and survives, destroy it." The other 3 seem very well designed. Good job!
Rollback Post to RevisionRollBack
All hail our Lord and Saviour, Yogg-Saron, who may bless us with 7 Pyroblasts to our opponents.
They all seem overcosted, to be honest. Plus, it just feels a bit wrong to give Rogues a lot of high costing spells, given their playstyle. Most Rogue decks play for Tempo, they use low-costing, yet efficient spells like Eviscerate and Shadow Strike to keep the board clean while also putting their own stuff on it. These cards look quite situational (like against Zoo, Finishing Move can mean that the opponent's 3/2 Imp dies for 4 Mana), and overall I think Rogue has better options right now than these.
Escape seems like a worse Ice Block in most cases. Keep in mind it costs more as well, and is for a class with less Control options than Mage.
Bedlam, like I said is really situational. It depends on your opponent running Discover, and even then, it's just random card draw. You can run a Burgle and save yourself the trouble.
Cut-Throat, once again feels like a toned down Counterspell with a higher cost. Spells are more significant than Battlecries, imo.
Thievery is situational as well, and in most cases will only give you one coin, and you might as well run Tomb Pillager in that case and get a free 5/4 body.
I like the escape card. it seems fitting that a Rogues should be able to escape death. i would make it an epic card like ice block. These cards really up mad scientist value.
First of all, the fact that 1, 2 and 3 mana secrets are taken by other classes, doesn't means you must make expensive spells.
Finishing Move: Execute that costs 3 more mana, which opponents will usually play around it, so they will sacrifice small minions.
Thievery: 4 mana get a coin in most of the situations. Trash.
Escape: +1 mana more than Ice Block which Ice Block can prevent lethal while this card can't.
Cut-Throat: Useless most of the time, can be played around of the card.
Bedlam: Most of the decks even don't run Discover cards so its most of the time useless.
I think that these secrets are too specific. Thats why they can be hard to trigger. It would take more time to trigger so you can bluff your opponent. But they are still useless in most situations so opponent can easily risk.
Hey guys. I've made 5 Secrets for the Rogue. The idea I've had about these cards is that the effects are largely unavoidable, and the Rogue WILL benefit from these in some way, eventually. It's much more difficult to fish-out the secrets like you can for the other secret-playing classes. (For example: Snipe can be fished-out by playing a weak minion, or a minion that can take a lot of damage). However, this comes at the cost of having fewer secrets than other classes. They also have the most expensive secrets of any class, at 4, so they require a pretty large investment. Rogues are unlikely to more than 1, or maybe 2, secrets active at one time.
Finishing Move is a card that can punish Control, and can be used to create a tempo-swing in your favor. Playing it would be particularly strong with a minion with Deathrattle, or Taunt.
Thievery is one of those troll cards. It's a card that is (To my knowledge) is impossible to work-around. Something I've never seen anyone think about is how Competitive Spirit can coax your opponent into making poor decisions, trying to trigger the secret in a way they can control. Thievery does the same thing, except it can be even worse. It also fits into a "Coin Rogue" archetype. A Mage playing Arcane Intellect will get you 3 coins, allowing you to gain a 10-mana minion out on turn 7.
Compare Escape to the Mage Secret Ice Block, this card has a similar effect. Escape, depending on the person, can be seen as inferior to Ice Block, or superior. On one hand, it has the chance to save you from a larger minion for a turn. It can even turn a player's supposed "lethal" against them, where players play their weaker minions first to get as much "overkill" as possible. It can also trigger at any time, not just when you're going to die. However, on the other hand, it doesn't prevent all the damage like Ice Block. So pick your evil, I guess.
You shouldn't underestimate this secret. Sure, it won't kill the minion like other secrets can. BUT, it can prevent a dangerous Battlecry from occurring. Just imagine your opponent playing C'Thun with this Secret active!
This is my personal favorite. Bedlam is basically a tech card against Discover minions and spells. It doesn't prevent any effects from triggering like Cut-Throat does, but it can make your opponent's game a bit more interesting. Particularly when they happened to get 2 particularly good picks, they may change what they take to prevent you from pulling something crazy off.
Coming Soon --- The Halls of Brawl
To me, Thievery and Finishing Move are a bit weak. I can't offer any solution to Thievery, but maybe Finishing Move could state, "When an enemy minion takes damage and survives, destroy it." The other 3 seem very well designed. Good job!
All hail our Lord and Saviour, Yogg-Saron, who may bless us with 7 Pyroblasts to our opponents.
They all seem overcosted, to be honest. Plus, it just feels a bit wrong to give Rogues a lot of high costing spells, given their playstyle. Most Rogue decks play for Tempo, they use low-costing, yet efficient spells like Eviscerate and Shadow Strike to keep the board clean while also putting their own stuff on it. These cards look quite situational (like against Zoo, Finishing Move can mean that the opponent's 3/2 Imp dies for 4 Mana), and overall I think Rogue has better options right now than these.
Escape seems like a worse Ice Block in most cases. Keep in mind it costs more as well, and is for a class with less Control options than Mage.
Bedlam, like I said is really situational. It depends on your opponent running Discover, and even then, it's just random card draw. You can run a Burgle and save yourself the trouble.
Cut-Throat, once again feels like a toned down Counterspell with a higher cost. Spells are more significant than Battlecries, imo.
Thievery is situational as well, and in most cases will only give you one coin, and you might as well run Tomb Pillager in that case and get a free 5/4 body.
Preeeetttyyy good
I like the escape card. it seems fitting that a Rogues should be able to escape death. i would make it an epic card like ice block. These cards really up mad scientist value.
Hmmm, do you think it could be better if they costed 2 mana?
Coming Soon --- The Halls of Brawl
These are very underpowered
It's funny how even the fan creations for Rogue are overcosted and fussily balanced.
Well, 4 mana spells (secrets), that's reminds me something, a of course, the blade flurry nerf :'(
First of all, the fact that 1, 2 and 3 mana secrets are taken by other classes, doesn't means you must make expensive spells.
Finishing Move: Execute that costs 3 more mana, which opponents will usually play around it, so they will sacrifice small minions.
Thievery: 4 mana get a coin in most of the situations. Trash.
Escape: +1 mana more than Ice Block which Ice Block can prevent lethal while this card can't.
Cut-Throat: Useless most of the time, can be played around of the card.
Bedlam: Most of the decks even don't run Discover cards so its most of the time useless.
I think that these secrets are too specific. Thats why they can be hard to trigger. It would take more time to trigger so you can bluff your opponent. But they are still useless in most situations so opponent can easily risk.
Playing since 1 June 2014.
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