Rogue
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Rogue (Dark Ages)

Cost: $5

Type: Action-Attack

Text: +$2\nIf there are any cards in the trash costing from $3 to $6, gain one of them. Otherwise, each other player reveals the top 2 cards of his deck, trashes one of them costing from $3 to $6, and discards the rest.

Strategy Review

Here's a comprehensive strategy guide for Rogue:

Rogue Strategy Guide

Introduction: Rogue is a complex $5 Action-Attack card from Dark Ages that combines trashing attack, gaining from trash, and money generation. Its dual nature makes it versatile but requires careful consideration to use effectively. This guide will explore how to maximize Rogue's potential in various situations.

Core Functions:

  1. Money Generation
  2. Provides +$2, making it equivalent to Silver in terms of money production
  3. Unlike Silver, it's an Action card, requiring an Action to play
  4. The $2 bonus is guaranteed, making it a reliable economic component

  5. Gaining from Trash

  6. Can gain any card from the trash costing $3-$6
  7. This is the primary mode when there are valid cards in the trash
  8. Provides selective recovery of trashed cards
  9. Cannot gain cards costing $0-$2 or $7+

  10. Attack Function

  11. Only triggers when there are no valid cards ($3-$6) in the trash
  12. Forces opponents to trash one of their top two cards (if possible)
  13. Creates opportunities for future gains from trash

Strategic Considerations:

  1. Trash Management Primary Consideration:
  2. The presence or absence of cards in the trash determines Rogue's function
  3. You want to balance between having targets to gain and keeping the trash empty for attacks

Key Tactics: - Track what's in the trash carefully - Consider timing of plays to either gain or attack - May want multiple Rogues to capitalize on both functions

  1. Deck Composition Impact: Your Deck:
  2. Works well in decks that can handle additional Actions
  3. Benefits from card draw to find multiple Rogues
  4. Can serve as both economy and attack

Opponent's Deck: - More effective against decks with valuable $3-$6 cards - Less impactful against extreme cost strategies ($0-$2 or $7+) - Can disrupt engine building by removing key components

Synergies and Combinations:

  1. Trashing Effects Strong Synergies:
  2. Chapel: Creates trash targets while improving deck
  3. Trading Post: Provides valuable $3-$6 cards in trash
  4. Remodel: Similar to Trading Post
  5. Sentry: Controlled trashing of specific costs

Tactical Considerations: - Time trashing to align with Rogue plays - Consider trashing valuable cards you plan to recover - Balance trashing for deck improvement vs. creating targets

  1. Action Support Key Cards:
  2. Village variants: Enable multiple Rogue plays
  3. Drawing cards: Help find Rogues consistently
  4. Throne Room effects: Double the impact
  5. Duration cards: Can help time attacks/gains optimally

  6. Trash-Related Cards Complementary Cards:

  7. Lurker: Similar function, can coordinate gains
  8. Graverobber: Competes for trash targets
  9. Forager: Benefits from filled trash

Counter-Synergies: - Cards that exile instead of trash - Cards that remove from trash

Building Around Rogue:

  1. Engine Approaches

Basic Engine Structure: - 2-3 Rogues - Action suppliers - Card draw - Supplemental trashing

Key Considerations: - Balance number of Rogues with other components - Ensure consistent Action supply - Maintain trash management strategy

  1. Big Money Variants

Structure: - 2-4 Rogues - Silver/Gold - Limited supporting cards

Benefits: - Simpler to execute - Reliable money generation - Attack function remains relevant

  1. Hybrid Approaches

Components: - Mixed economy sources - Selective trashing - Moderate Action density - Multiple Rogues

Advantages: - More flexible - Can adapt to game state - Balances reliability with power

Counter-Strategies:

  1. Defending Against Rogue

Direct Counters: - Moat blocks the attack - Reaction cards that protect deck top - Cards that manipulate deck order

Indirect Approaches: - Focus on cards costing <$3 or >$6 - Minimize valuable middling costs - Maintain high deck velocity

  1. Playing Around Rogue

Deck Building Adjustments: - Consider cost distribution carefully - Include backup copies of key cards - Plan for possible component loss

Tactical Plays: - Time important card plays carefully - Watch trash contents - Track opponent's Rogue usage

Timing and Gameplay Patterns:

  1. Early Game

Priority Actions: - Establish whether to pursue multiple Rogues - Set up trashing infrastructure if desired - Begin tracking trash contents

Acquisition Timing: - First Rogue usually by turn 4-6 - Additional copies based on strategy - Balance with other $5 priorities

  1. Mid Game

Key Decisions: - Managing trash contents - Timing attacks vs. gains - Coordinating with other components

Focus Areas: - Maintaining Action supply - Maximizing gain opportunities - Disrupting opponent development

  1. Late Game

Considerations: - Shift focus between money and gains - Target high-impact trashing - Prepare for game end timing

Tactical Adjustments: - May prioritize money over gains - Consider defensive trashing - Watch for game-ending possibilities

Kingdom Context:

  1. Favorable Kingdoms

Characteristics: - Multiple valuable $3-$6 cards - Strong trashing options - Action support available - Limited trash competition

Example Kingdoms: - Villages + valuable duration cards - Multiple interactive components - Engine-friendly environments

  1. Challenging Kingdoms

Features: - Dominant alternate strategies - Limited Action support - Heavy trash competition - Cost-polarized cards

Situations to Avoid: - Colonies without supplemental support - Heavy attack environments - Kingdoms favoring very fast strategies

Multiplayer Considerations:

  1. Two-Player Games

Advantages: - More controlled trash management - Predictable attack timing - Easier to track components

Strategy Adjustments: - More aggressive trashing viable - Can focus on specific targets - Timing more crucial

  1. Multiplayer Games

Changes: - More cards enter trash - Attack impact diluted - Trash competition increases

Tactical Shifts: - More emphasis on gains vs. attacks - Need for faster execution - Greater trash tracking importance

Common Mistakes to Avoid:

  1. Strategic Errors

  2. Over-investing in Rogues without support

  3. Neglecting trash management
  4. Failing to track valuable targets
  5. Ignoring Action supply needs

  6. Tactical Mistakes

  7. Poor timing of attacks/gains

  8. Suboptimal trashing choices
  9. Forgetting alternative uses
  10. Missing gain opportunities

  11. Deck Building Issues

  12. Inadequate support structure

  13. Poor cost distribution
  14. Over-committing to strategy
  15. Insufficient flexibility

Advanced Techniques:

  1. Trash Manipulation

  2. Timing trashing for specific targets

  3. Creating gain windows
  4. Denying opponent opportunities
  5. Managing multiple trash effects

  6. Attack Optimization

  7. Coordinating multiple Rogues

  8. Timing attacks for maximum impact
  9. Targeting specific deck states
  10. Managing reaction cards

  11. Engine Integration

  12. Balancing components

  13. Maintaining consistency
  14. Optimizing action sequence
  15. Managing resource allocation

Conclusion:

Rogue is a versatile card that requires careful management and strategic thinking to use effectively. Its dual nature as both an economy card and an attack/gain effect makes it valuable in many kingdoms, but success depends on:

  • Understanding trash management
  • Building appropriate support structure
  • Maintaining tactical flexibility
  • Executing proper timing
  • Adapting to kingdom context

Master these elements, and Rogue can be a powerful addition to many strategies, providing both economic support and strategic disruption while offering the potential for valuable gains from the trash.

Remember that Rogue's effectiveness often depends more on how you manage the trash state and timing than on the card itself. Focus on creating and capitalizing on opportunities while maintaining flexibility in your approach.