Greetings there! I'm here to present you my version of how I would change Rogue's Core Sets. I'm jumping the bandwagon a bit with the changes after seeing some other people trying their reworks and generally accepting classes may need some updates.
This time, I've put crossfire onto Rogue. The reason being they have some of the worst cards in the entire game, and they have a lot of them actually. On the other side of the coin though, they also have cards that warp the entire class around. I'm trying to modify their set to include more cards that can see play whilst retaining the combo playstyle in a healthier way - mainly trying to avoid mana cheating in form of cards like Preparation.
TL;DR Welcome Songhai to Hearthstone. Also welcome the biggest exodus of cards you have ever seen.
Strengths and Weaknesses
- Strengths
- Burst and Face Damage - Rogues kill you without a sound.
- Single Target Removal - The bigger they are, the easier it is to strike.
- Weapons - So many daggers to poison…
- Card Draw and Generation - Rogues are nimble and energetic, refilling their resources fast. They can pickpocket unaware bachelors.
- Limitations
- Buffs - Rogues can amplify their weapons. Not minions, though…
- Minions - Rogue's minions are more value oriented for the most part, or require a chain of effects to exceed their base uselessness. But that doesn't mean all of their mercenaries are made of sack.
- Weaknesses
- Survivability - Once you catch a Rogue, they are done.
- AoE Removal - Rogues prefer dealing with a single target.
New Sets
Basic Set










Classic Set
















Explanations
WANTED! - a simple card that adds some removal and a Coin for future combos.
Bloodsail Flybooter - is not that great of an early drop, as her early board presence is limited to spamming 1/1s over two turns. However, she still provides with a lot of tokens to use.
Plague Scientist - somebody mentioned they were glad Blizzard added Plaguebringer. And so there he is… except it's his KotFT counterpart. Ultimately a little more balanced, because while cheaper, you need to play something to give Poisonous. It's Combo effect also synergises with the remaining cards.
Interrogate - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. A simple early game tool that can easily deal with a larger threat for a decently cheap Cost, which should happen most of the time due to your Hero Power.
Hooked Scimitar - adds a strong weapon to pressure damage.
Ruthless Tracker - has an Edwin-esuqe effect, except it's much healthier, as the minion doesn't get big.
Burgle - showcases the thievery side of the class with a simple effect.
Town Plunderer - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. A very aggressive minion for Pirate decks and a potential refill for Combo decks. A 5 Mana 6/6 is not bad, and the added flexibility from the Combo effect adds to its value as either a Cobra Shot-esque card or a Bladed Lady-esque one.
Whirlkick Master - a huge value generator and keeps Combos going.
Voracity - the highlight of these changes. Allows you to dig for a Combo card that you may need.
Sabotage - added as part of my revisory to my Core Set, where I increase the Classic Set to 16 cards and add necessary changes. I initially excluded this weapon due to it's awkardness with Voracity, but then that card can help you fish for Sabotage, thus give you a minion removal tool in a pinch. Also, due to the Combo effect, Whirlkick Master can give you more tools to fight for the board.
Xaril, Poisoned Mind - a simple and versatile minion.
Hall of Fame











Some cards that were considered, but didn't make the cut








Counterfeit Coin - was meant to be a Basic card, but thought it was hanging on the knife's edge.
Daring Escape - nah, it was bad and uninteresting.
Doomerang - not sure if it belongs to the Classic set. Could say the same about Shadow Poison though…
[Hearthstone Card (Necrium Apothecaryl) Not Found] - a bit too dangerous to be evergreen. Also not sure if Deathrattle synergy would feel right for the Classic set.
Poisoned Blade - was thinking of adding it to the set, as it feels just about right. The issue is that even if I left it in it's hillarous spot, it still has a threat of uninteractive gameplay, as Rogue players would sometimes stack the weapon. The process is slow, but possibly not optimal.
Sabotage - feels good to be added. Ultimately pulled it off, because it feels so wrong with Sonic Speed.
Shadow Strike - could find a place, but there's no space left.
Thistle Tea - was meant to be instead of Mimic Pod, but maybe copying one card two times is overkill and not as healthy for future sets.
Among many, many, MANY other cards…
Deck Recipes

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