Standard reference & strategy
Class guides
Class guides

Rogue

Put cheap cards, Combo effects, and weapon attacks in the right order.

What the class does

Rogue can turn several small plays into one strong turn. Cheap cards can set up bigger effects. A Combo bonus needs you to play another card first. Weapons give your hero another way to help.

Save the pieces you need

A cheap card can do two jobs: use its own effect and turn on a later Combo. Spending it too soon may leave that Combo without a starter.

Extra mana and lower costs help only if your other cards can use them well.

A weapon has limited Durability. Each attack should be worth both the use of the weapon and any Health your hero loses.

Choices to think about

Plan the full turn before playing the first card. What must happen first? Could drawing show you a better choice? What must you save for the last play?

Making more cards is not the same as getting ahead. A long turn that leaves no useful attacks or defense may still be weak.

Strengths and weak spots

Rogue can quickly take control through a good order of plays. Small mistakes early in a turn can block a strong finish. Keep cards for a follow-up if spending everything would leave you with no way back.

See Deck Types for general game plans such as aggro, control, and combo.

Sources & editorial notes

The linked class guides explain the main rules and older class themes. This wiki supplies the play examples. For exact card details, use current card text and patch notes.