Exclusive Minions and Weapons for Rogue
Rogue class has different types of playing styles. One of the main threats a rogue presents is her ability to release a high output quickly, using “combo” cards and her weapon to make burst attack.
Combo is an ability where the stated effect occurs if the card is not the first one played during the turn. Currently, cards with this ability are limited to the Rogue class in Hearthstone.
Stealth can prevent your cards from being targeted by attacks, spells, or abilities until they attack. They can, however, be the target of Area of Effect, or damage spells and abilities with a random target. After a minion with Stealth attacks, Stealth is removed. A card that is in Stealth and given taunt by another card will not act as a taunt until it comes out of Stealth.
Defias Ringleader (Combo: Summon a 2/1 Defias Bandit.)
Advantages: It performances well when you got the coin. By using The Coin players can activate the card's combo ability and summon a 2/1 Defias Bandit in T2, making a big early pressure to your opponent. While if you are the first hand, you would better drop it after T3 with a precursor played on the table. If combo is triggered, your opponent has to do much work to remove them that would help you control the board well in the early. No doubt that it is good at both defense and attack
Defects: Obviously it is an early-game-oriented card whose 2/1 Defias Bandit would be easily killed when you play in the later.
Patient Assassin (Stealth. Destroy any minion damaged by this minion.)
Whenever you play, it is a powerful card that could destroy any target blocked. It features on Stealth which makes him unable to be targeted by attacks or spells.
Usually its ability gives a tide pressure to your opponent forcing your opponent to drop an AOE card. And the ability could be maximized when paired with Cold Blood, making a deadly strike to enemies.
Defeats: obviously, it is short in HP. Since Rogue has no any ability nor skill could boost its HP, sometimes Patient Assassin would be easily removed before it really works.
Edwin VanCleef (Stealth. Combo: Gain +2/+2 for each other card played this turn.)
It is a 3 mana card, while we usually drop it in the later, since cards you dropped on board could boost its combo. If you are planning on making a deck around Edwin VanCleef, then you should have lots of cheap Spells, and lots of draw.
Defects: it will be easily silenced turning into a 1/1 potato when stealth is over. In addition, its power relies on your cards in hand, so you have to drop in a strategic way. In order to protect it from the damage of your opponent, two or three Taunts on the board is necessary. Sometimes you should have an accurate plan: if you have Stealth on your hand, you can save it for Edwin VanCleef in the next turn instead of dropping it in this turn.
SI7 Agent (Combo: deal 2 damage)
Advantage: it is a combo card. When combo is triggered, players could deal extra 2 damage to an enemy, usually making a last kill. Since it is a 3 mana cost and 3 HP cards, it should be dropped in the mid.
Defects: It cannot performance well if there is no any card in your hand. In addition it would be easily removed by enemies in the later.
Master of Disguise (Battlecry: Give a friendly minion Stealth.)
Advantages: If you want to play rush style, Master of Disguise is your choice, since it is the only cards has Battlecry in Rogue’s minions. And it is quit durable and offensive in the battle, so that it could stay alive for a long time on the board.
Defects: It could be silenced by your opponent. And it cannot deal burst damage.
Kidnapper (Combo: Return a minion to its owner's hand.)
Advantages: It could slow down opponent step giving you brief revival time in this turn. And you can also apply it on your friendly minion whom got serious damage in this turn and play it in the next turn with full HP. Sometimes it could deal a limited burst when coupled with hero power. It could protect your friendly minions and deal a big damage to your enemies.
Defects: As a 6 mana card,it cannot be played in the early. In order to trigger its combo, you have to play a card first which would cost you much mana in this turn. Sometimes you have to grant it Stealth to make it stay alive on the board.