When the card was released I thought it was a nice flavour meme card that fitted nicely in a silly kind of way with the flavour of rogue.
Now it's a stupid card which discounts/activates cards from the start of the game, making them vastly OP for their cost. 6/6 in stats for 3 mana. a 5/4 rush for 2 mana.
It's like Blizz don't know how to balance a game.
p.s. I'm not asking about how it works mechanistically. I know its completely consistent with other "hero change" scenarios.
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Yes, this.
Putting two 3/3s on board on turn 3 is not broken. Playing a 2-mana 5/4 with rush is not broken. Have you seen some of the other ladder decks?
Don't think I saw any burgle rogues at the world championships either....
My deck tracker says that in my last 50 games, 6% were against rouge (mostly quest btw). I've met a lot of paladin and warrior in d5-d1. How about a Trampling rhino thread? That's also a random good card, but I've actually seen it in more than 5% of my games (including worlds).
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Yes, this.
Putting two 3/3s on board on turn 3 is not broken. Playing a 2-mana 5/4 with rush is not broken. Have you seen some of the other ladder decks?
Don't think I saw any burgle rogues at the world championships either....
My deck tracker says that in my last 50 games, 6% were against rouge (mostly quest btw). I've met a lot of paladin and warrior in d5-d1. How about a Trampling rhino thread? That's also a random good card, but I've actually seen it in more than 5% of my games (including worlds).
Just because something is more broken doesn't mean this isn't an issue. How can people objecetively say that 6/6 in stats for 3 mana isn't OP? Unless we're just going to re-calibrate mana (like they do with hyperinflation currencies), 3 mana should net you a 3/4 (or a 4/4 with a downside). That just how it's supposed to work.
As I said - I think they would be fine given they both have conditions to make them work, but given that fullfiling those conditions can be achived by putting a card in your deck that you never want to draw doesn't seem like the most sensible design for a card game.
Also - a decks win/play rate is not dependant on 1 card. It takes way more than one card for a deck to be successful.
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Yes, this.
Putting two 3/3s on board on turn 3 is not broken. Playing a 2-mana 5/4 with rush is not broken. Have you seen some of the other ladder decks?
Don't think I saw any burgle rogues at the world championships either....
My deck tracker says that in my last 50 games, 6% were against rouge (mostly quest btw). I've met a lot of paladin and warrior in d5-d1. How about a Trampling rhino thread? That's also a random good card, but I've actually seen it in more than 5% of my games (including worlds).
Just because something is more broken doesn't mean this isn't an issue. How can people objecetively say that 6/6 in stats for 3 mana isn't OP? Unless we're just going to re-calibrate mana (like they do with hyperinflation currencies), 3 mana should net you a 3/4 (or a 4/4 with a downside). That just how it's supposed to work.
As I said - I think they would be fine given they both have conditions to make them work, but given that fullfiling those conditions can be achived by putting a card in your deck that you never want to draw doesn't seem like the most sensible design for a card game.
Also - a decks win/play rate is not dependant on 1 card. It takes way more than one card for a deck to be successful.
- Yes it actually takes 30 cards to even play a deck that's true.
- You also have to not play a class card in 2 turns which basically means "play nothing" since almost the entire list is class cards, and that's it... It's a tempo deck with a little bit more value and consistency than most.
- No statistic says that the cards or deck is anywhere near broken. It's the 3rd best deck that the 6th best class has...
- How is a card which in no way polarizes or dominates the meta or really limits further card design a problem?
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Yes, this.
Putting two 3/3s on board on turn 3 is not broken. Playing a 2-mana 5/4 with rush is not broken. Have you seen some of the other ladder decks?
Don't think I saw any burgle rogues at the world championships either....
My deck tracker says that in my last 50 games, 6% were against rouge (mostly quest btw). I've met a lot of paladin and warrior in d5-d1. How about a Trampling rhino thread? That's also a random good card, but I've actually seen it in more than 5% of my games (including worlds).
Just because something is more broken doesn't mean this isn't an issue. How can people objecetively say that 6/6 in stats for 3 mana isn't OP? Unless we're just going to re-calibrate mana (like they do with hyperinflation currencies), 3 mana should net you a 3/4 (or a 4/4 with a downside). That just how it's supposed to work.
As I said - I think they would be fine given they both have conditions to make them work, but given that fullfiling those conditions can be achived by putting a card in your deck that you never want to draw doesn't seem like the most sensible design for a card game.
Also - a decks win/play rate is not dependant on 1 card. It takes way more than one card for a deck to be successful.
I want to agree with you here, but the game has definitely changed over the years. Every class has way more efficient tools to deal with stuff now. The new burgle related cards make this rogue deck playable, but not competitive. If they didn't give it these, it would not be able to win at all and nobody would play it.
Just look at when they brought in the core set this year, they casually buffed Flamestrike to deal 5 damage because otherwise it would be literally unplayable in the current stats per cost game that exists right now.
Classes are getting 1 mana 2/2s with mana cheat on them. Among other things.
Powercreep is real and the devs are leaning into it because they have to in order to sell the next set :\
- How is a card which in no way polarizes or dominates the meta or really limits further card design a problem?
OP lost to it when he was one win away from Rank 5 Silver.
That comment wasn't from the OP (which is me). I also think you need to look beyond what's current in the meta. Cards can be OP (objectively) and not be in the current meta (because the overall package is poor). A card which can decide the game on turn 2 (with coin) is not healthy for any meta.
Also - how do you know what will limit future design? There have been plenty of cards which appeared fine when they were first released then became problematic with subsequent expansions.
Also - how do you know what will limit future design? There have been plenty of cards which appeared fine when they were first released then became problematic with subsequent expansions.
I can't tell for sure, that's true! I guess if they wanted to make another, significantly more powerful card with similar effect. Like "whenever you add a card from another class, draw this". I don't think such a specific criteria for a card, that doesn't have to be good anyway, is a very big design limitation. It's not like charge or immune. Maestra is an option in a burgle deck, that adds consistency by sacrificing a card slut and 1-2 turns. If that is stupid, then I believe the whole game is...
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
When the card was released I thought it was a nice flavour meme card that fitted nicely in a silly kind of way with the flavour of rogue.
Now it's a stupid card which discounts/activates cards from the start of the game, making them vastly OP for their cost. 6/6 in stats for 3 mana. a 5/4 rush for 2 mana.
It's like Blizz don't know how to balance a game.
p.s. I'm not asking about how it works mechanistically. I know its completely consistent with other "hero change" scenarios.
The mechanic itself is the dumbest thing, i've ever seen in hearthstone. Seriously, what the fuck?
Nothing OP about these cards, just like there is nothing OP about stuff like Petting Zoo, Goldshire Gnoll, Umbral Owl, etc...
Burgle rogue is finally playable and we have a pseudo meme card with a fun and flashy effect in the deck. I can mention a bunch of decks that I would discuss before this one...
Mainly they supposed to be Dane meme cards to fullfill his wild potential, with Tess for example
Who knew they became too cancerous for standard
Yes, this.
Putting two 3/3s on board on turn 3 is not broken. Playing a 2-mana 5/4 with rush is not broken. Have you seen some of the other ladder decks?
Don't think I saw any burgle rogues at the world championships either....
My deck tracker says that in my last 50 games, 6% were against rouge (mostly quest btw). I've met a lot of paladin and warrior in d5-d1. How about a Trampling rhino thread? That's also a random good card, but I've actually seen it in more than 5% of my games (including worlds).
Just because something is more broken doesn't mean this isn't an issue. How can people objecetively say that 6/6 in stats for 3 mana isn't OP? Unless we're just going to re-calibrate mana (like they do with hyperinflation currencies), 3 mana should net you a 3/4 (or a 4/4 with a downside). That just how it's supposed to work.
As I said - I think they would be fine given they both have conditions to make them work, but given that fullfiling those conditions can be achived by putting a card in your deck that you never want to draw doesn't seem like the most sensible design for a card game.
Also - a decks win/play rate is not dependant on 1 card. It takes way more than one card for a deck to be successful.
- Yes it actually takes 30 cards to even play a deck that's true.
- You also have to not play a class card in 2 turns which basically means "play nothing" since almost the entire list is class cards, and that's it... It's a tempo deck with a little bit more value and consistency than most.
- No statistic says that the cards or deck is anywhere near broken. It's the 3rd best deck that the 6th best class has...
- How is a card which in no way polarizes or dominates the meta or really limits further card design a problem?
I want to agree with you here, but the game has definitely changed over the years. Every class has way more efficient tools to deal with stuff now. The new burgle related cards make this rogue deck playable, but not competitive. If they didn't give it these, it would not be able to win at all and nobody would play it.
Just look at when they brought in the core set this year, they casually buffed Flamestrike to deal 5 damage because otherwise it would be literally unplayable in the current stats per cost game that exists right now.
Classes are getting 1 mana 2/2s with mana cheat on them. Among other things.
Powercreep is real and the devs are leaning into it because they have to in order to sell the next set :\
"OP" is the new "fair"
Fair cards are unplayable when everything else has been powercrept into OP territory.
This weird interaction is the only reason why Burgle Rogue even works and is playable this expansion.
I might not like it either, but this game has so much worse offenders than a 2 mana 5/4 rush on turn 3
OP lost to it when he was one win away from Rank 5 Silver.
That comment wasn't from the OP (which is me). I also think you need to look beyond what's current in the meta. Cards can be OP (objectively) and not be in the current meta (because the overall package is poor). A card which can decide the game on turn 2 (with coin) is not healthy for any meta.
Also - how do you know what will limit future design? There have been plenty of cards which appeared fine when they were first released then became problematic with subsequent expansions.
I can't tell for sure, that's true! I guess if they wanted to make another, significantly more powerful card with similar effect. Like "whenever you add a card from another class, draw this". I don't think such a specific criteria for a card, that doesn't have to be good anyway, is a very big design limitation. It's not like charge or immune. Maestra is an option in a burgle deck, that adds consistency by sacrificing a card slut and 1-2 turns. If that is stupid, then I believe the whole game is...