New Rogue Spell - Plague of Madness
Submitted 5 years, 5 months ago by
Arthas
A new Rare Rogue Spell, Plague of Madness, has been revealed!
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A new Rare Rogue Spell, Plague of Madness, has been revealed!
Discuss this card below or head on over to the card page to give it a rating!
Learn more about Saviors of Uldum
Head on over to our dedicated guide for Saviors of Uldum!
Get Cheaper Card Packs
This section contains affiliate links.
If you want to save money when buying Hearthstone packs, you should check out Amazon Coins! It's an easy way to save up to 25% off Hearthstone packs so you can get into the new expansion without worrying about your wallet too much. We've got a detailed guide on how to Get Started with Amazon Coins, but if you've already dealt with them in the past, you can buy some more by clicking right here.
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Awesome card
Great tempo! Wow
Not quite sure this gives me the flavour of a Plague... But whatever. I would have thought, give all minions poisonous or something would feel more Plagueish, this feels.... I don't know, fine I guess. I imagine it'll see play, so there's that.
card art and flavor are a home run. Not sure if much else is worth mentioning
I agree that it's not what I was expecting-- plagues all affecting every minion on the board-- but the flavor makes sense to me. The heroes go berserk and will suddenly attack anything with great destructive force.
Official Lorekeeper and Spinner of Tavern Tales
Seems bad.
And here I thought Rogue was getting a board clear like the rest of the EVIL gang. This seems terrible, like a weapons project only without a million different ways for the rogue to exploit it. Envenom Weapon never saw play in standard, so why would this? Especially with rogue lists cutting saps and eviscerates?
I don't even think the flavour is on point. A plague of madness would be something like Mass Hysteria, instead both players get a very deadly weapon which they can use accurately and at their leisure. I didn't think I could be even more underwhelmed by the plague """cycle""" but there you have it.
I can see this being included in a highlander deck with max weapon removal. I do believe many if not all classes will be getting highlander support.
The developers said that this card was changed in the final stage of the design process, to keep it in line with the "class identity" announcement. Before it was changed it was probably a board clear, like the other plagues, but the Blizzard overlords wouldn't allow Rogue to be able to clear more than one minion at a time. This card is probably gonna end up like Dr. Boom's Scheme, never seeing any play because of a stupid last minute decision to change the card from what it was originally supposed to be.
Well, Envenom Weapon + dagger is 5 mana for almost the same weapon.... If that had no drawback of giving the same thing to your opponent it would be a monster card. Yet, drawback is huge and combining it with weapon removal doesn't look sexy
Obviously the card would be way better without the drawback, but even if you take the symmetrical effect as a given, compared to other Project cards this is significantly worse because: 1. Rogue has better single target removal than most other classes, and 2. Most other classes are better at mitigating damage. You're essentially shoring up the opponent's weaknesses in order to do something that Rogue already excels at.
Harrison Jones says: Wow, a 1 mana, draw two Cards!! 😎😎 And You get a nice weapon on top 👍
Eh? Trash.
Well it's the cheapest weapon removal in the game, as well as card draw with Harrison Jones, this is the first rogue card we saw this expansion so maybe there are good death rattle minions or other stuff that are just not worth killing.
I don't think this card is very good but it has it's uses.
Just wanted to point out one thing: the wording makes it look like, if there will be more than two players in a game (for whatever reason), all of those players will get the weapon.
The card itself is pretty underwhelming: rogue already has a bunch of single target removal and is able to generate even more removal with the thief mechanic. This card does have the advantage that it removes two things for one card for just 1 mana, but it does so using our health, which is a valuable resource as a rogue.
Rating cards on coolness factor rather than predicting power because I like screwing up rating averages (and because I suck at predicting real power levels, but we'll ignore that LUL)
Wins per class (2/6/22): DH-197; Druid-996; Hunter-91«60; Mage-1056; Paladin-1126; Priest-746; Rogue-961; Shaman-1095; Warlock-871; Warrior-906
Seems more of a project card from Boomsday than a plague. A bit disappointing, speaking of flavor.
At last is a good early game removal, probably the cheapest ever made.
"For what profit is it to a man if he gains the world, and loses his own soul?"
I think it´s a decent card, and in combo with Harrison even better but it is defenitely not was i was expecting for Rogues Plague Card
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Envenom Weapon needs a weapon equipped and cost 3 mana. This gives you a weapon with poisonous for 1 mana. I think the most efficient use for this card will be card draw. This with Harrison Jones will draw 2 cards, give you a 5/4 body on board and a weapon that can take out a big minion or a taunt.
But Rogues want to play whatever cards asap, not wait for a funny combo with Harrison. Corsair-Pick combo is played only because Party draws them together. And it's actually a high tempo consistent play. On the other side, Plague of Madness is most of the time a dead card in your hand, which is only acceptable for Leeroy. Rogue is all about tempo... Giving your opponent a poison dagger is a bad idea, especially if Rogue already has much better single-target removals like Sap (while with this dagger you must pay with your health)... Warrior has Weapon Project, because his gameplan is just a disruption, removal and delay. Biology Project was used for broken card draw (no better options) and even there it was an extremely risky card which backfired very often. Plague of Madness is just rushed last minute design, a trash card... intentionally, to keep it under control an because Rogue already got nuts.
it's mean streets all over again! didn't give rogue a 3rd jade because it was "too strong" then jade for rogue was not competitive.
same thing gonna happen here - rogue continues to get screwed
Gets to legend then plays memes.
Rogue > all
Eh, rogues actually had ways to generate more jades, like unearthed raptor and shadowstep. The problem is the rogues' jade generation sucked. Jade swarmer had to be played, and then had to die in order to spawn a jade. That's a pretty big deal for a class that relies on tempo. It's a huge tempo loss to play a 1/1 that has to wait 2 turns to be useful, and likewise, shadowstepping a jade spirit is a meh play as well. Add that to the fact that rogue has no healing and you just don't have a class that's suitable for the jade archetype.
Maybe it's something to do with Rogue Quest.. like kill x minion with ur hero or something.. or yeah maybe it is boom scheme 2.0
And here comes my crushed hope for a good mill/n'zoth rouge in wild. Vanish alone is not enough, and i hoped for some good board clear, but this "class identity" said "NOPE". feelsbadman
I hope it will have good interaction with the upcoming rogue cards. But judging how this is a 'last minute change', it probably is an outcast.
I'm gonna play safe and say it won't see any play, unless rogue gets more deathrattle/zoo support in this expansion.
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It costs 1. And no one is stopping you from removing their weapon on the same turn.
Yeah but if rogue had a 3rd jade card like the other two classes maybe it would have been viable
blizzard is just too afraid of giving rogue good tools - need a rotating core set or somethin
Gets to legend then plays memes.
Rogue > all