Hearthstone,currently, has 10 classes to choose from. Each of these classes comes equipped with their own unique set of cards, and these cards bring with them their own unique mechanics, strengths, and weaknesses. There are a staggering amount of different decks that can be built around each class, each deck bringing with it its own strengths and weaknesses.

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Rogue-Class

Here, we’ll be looking at the Rogue class, examining some of the fundamentals of this class (which, for the Rogue, is really just one), and looking at some cards that are going to help any Rogue player along their way.

10CARD FROM ANOTHER CLASS

The basic mechanic that almost every single Rogue deck is built around is gathering cards from another class. This is usually going to be random cards that players acquire, though every once in a while the player will be allowed to Discover one, giving them the choice between one of three.

There are a ton of different cards that gain bonus effects if players have got cards from another class in the hand or cards in the deck/hand that didn’t start there.

Rogue-Bazaar

9BAZAAR BURGLARY

One of the cards players will see a lot of Rogue’s using is Bazaar Burglary. This is a 1-cost Quest that requires the Rogue player to add 4 cards to their hand from another class.

Once they do, it replaces the Hero Power with Ancient Blades. The Ancient Blades equip the Hero with a 3/2 weapon that gives the Hero immunity while attacking, meaning they canattackwith relative impunity.

Rogue-Scheme

8TOGWAGGLE’S SCHEME

One of the cards that can change the course of a match in the blink of an eye, Togwaggle’s Scheme is a 1-cost spell that shuffles a certain amount of copies of a minion into the deck, depending on how long the card has been in the hand. Used on the right minion, this can create complete and utter chaos, allowing the player to disperse a previously unseen amount of mayhem and discord onto an opponent.

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Rogue-Eviscerate

That said, used on the wrong minion, or used to early, and this can be a waste of 1-Mana.

7EVISCERATE

Eviscerate is a card that likely takes up two spots in every single Rogue’s deck, and for good reason; more often than not, it’s 4damagefor the cost of 2-Mana, which is a deal that really can’t beat.

This is a 2-cost spell that deals 2 damage, but if used in a Combo, meaning if this is not the first card that’s been played that turn, it deals 4 damage instead. It requires a small amount of planning to use properly, but is more than worth that cost.

Rogue-Bamboozle

6BAMBOOZLE

Bamboozle is one of the more fun Secrets in the game. This is a 2-cost Secret that transforms an attacked minion into a random minion that costs 3 more.

As with any card that has a random effect, this can go really well or really bad, with little in between. But, when it goes well, it’s going to help flesh out the player’s side of the board pretty well, and probably severely tilt the opponent.

Rogue-Edwin

5EDWIN VANCLEEF

One of the cards that can straight up end a match if the opponent can’t deal with it quickly, Edwin VanCleef is a 3-cost, 2/2 minion that has a Combo that gives him +2/+2 for each other card that the player has played that turn.

Play a few other low-cost cards on that turn, and suddenly the player has got an obscenely powerful minion, all for the low cost of 3-Mana. If the opponent doesn’t have some kind of removal ready to go, Edwin is probably going to be the end of them.

Rogue-Hanar

4SHADOWJEWELER HANAR

Shadowjeweler Hanar is a 2-cost, 1/4 minion that, whenever the player plays a Secret, allows them to Discover a Secret from another class.

If the player has a big Taunt minion in the way of this little guy, they can create a situation in which they constantly have 3-5 Secrets on the board at the same time, which is slowly going to drain the opponent of any will to fight and lead to a much easier road to victory.

Rogue-Fence

3UNDERBELLY FENCE

The Underbelly Fence is a minion that gets a lot of use in basically every Rogue deck, and it’s for good reason; it’s a really solid card, especially for the early/mid-game. This is a 2-cost, 2/3 minion that, if the player is holding a card from another class, is actually going to be a 3/4 minion with Rush.

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Rogue-Galakrond

This is a crazy amount of value for a 2-cost minion and is likely going to give any player dominance in the early going.

2GALAKROND

The Rogue is one of the classes with access toGalakrond,and both their invoke ability and Galakrond effect are pretty solid. Invoking Galakrond as the Rogue adds a random lackey to a hand. In the right deck, the player will be able to utterly spam lackeys onto the board, and smart use of these lackey’s effects can create a constantly-evolving and unpredictable situation for the opponent to deal with.

Summoning Galakrond causes players to draw a certain amount of cards based on how many times he’s been invoked, and all of those cards will cost 0.

Rogue-Shadow

1SHADOW OF DEATH

Shadow of Death is a really strong card, but like Togwaggle’s Scheme, it’s only as useful as the minion that the player uses it on.

This is a 4-cost spell that a player can use on a minion; this then shuffles 3 Shadows of that minion into the deck, summoning a copy of that minion when that Shadow is drawn.