Think Rogue = Think fast, sneaky, lies, deceit, secret black ops, back stabbers & betrayal
Just storming ideas for Rogue Abilities. May or may not be worth the look.
Ally Control
1. Critical Strike 3cc
Target ally receives double dmg until end of your turn.
2. On Your Knees 2cc
Deals 1 dmg to target ally and is disabled until end of your turn.
Comments: Disabled = Stoned = ally cannot defend an attack
3. Coup de Grace 3cc
Target damaged ally is killed.
Comments: If exhausting an ally to kill another is OK (Assassinate), then risking/wasting a required attacking dmg on an ally to trigger a kill is OK too. 1 dmg Throwing Knives would be more usable in the market
4. Betrayal 5cc
Target ally attacks an enemy's ally and is then killed. That ally is exhausted if it survives the attack.
Comments: Similar to Mind Control / Rabid Bite but it only hits enemy's allies (not hero)
Faced-Down Cards
5. Sabotage 3cc (vs Mage)
Played faced down. When enemy cast a spell, Sabotage dispells it and is then destroyed.
6. Death Trap (vs Ally)
Make it available to Rogues too
7. Lay Low 3cc (prevention)
Played faced down. Your allies cannot attack or be damaged until end of your next turn.
Comments: Faced-down cards makes sense when it functions the way it's supposed to. Currently everybody knows its a Death Trap. With a few similar 3cc Cards, it would be a nice.
8. Unique Card
Trailing Resolve 3cc
Your allies gains an additional attack and -2 attack until end of your turn.
Comments: I'm thinking of sneaky speed of Rogue to wear out the weapon / armor holder.
Any of your comments are appreciated!
Thank you.
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