Dalaran Heist Rogue Guide

Last updated on May 25, 2019 at 17:40 by Kat 3 comments
General Information

This guide is designed to aid you in your adventures through The Dalaran Heist. It goes into great detail regarding Treasure and Bucket choices when it comes to playing the Rogue Henchman, Captain Eudora, to help you make optimal choices in creating a deck throughout The Dalaran Heist chapters.

1. Overview

The Rogue class is represented by the Henchman Captain Eudora. You will begin with the Dagger Mastery Hero Power and a 10 card starter deck. Once you begin using the Rogue class in The Dalaran Heist, you will begin unlocking new Rogue Hero Powers and starter decks for you future runs.

2. Hero Powers

Each class has 3 available Hero Powers that can be chosen at the start of a run.

Dagger Mastery Yoink! Cut-less

The Dagger Mastery Hero Power is the base Rogue Hero Power used on your first Rogue run and is an Average Hero Power choice due to its ability to consistently provide tempo by picking off low-Health minions.

The Yoink! Hero Power is unlocked by summoning a total of 25 Pirates with Rogue in The Dalaran Heist and is a Good Hero Power that provides a consistent supply of value, and provides an easy way to activate Thief Rogue cards.

The Cut-less Hero Power is unlocked afer drawing a total of 100 cards with Rogue in The Dalaran Heist and is considered an Average Hero Power. Although it is great against the early-game minions, it rapidly drops off in strength later in the game due to being unable to target large minions that are damaged.

3. Starting Decks

After you have chosen your Hero Power, you will be able to choose from 1 of 4 10-card starting decks. Initially, you will only be able to choose from one deck, but you will unlock more in your future runs as you defeat bosses with the Rogue class.

3.1. Skulker

Skulker is the default Rogue starting deck. It features an average curve of Rogue cards with some mild Stealth synergy and is an Average deck choice and consists of the following 10 cards:

Rogue Cards Neutral Cards

3.2. Dead Man's Tale

Dead Man's Tale is the second Rogue starting deck and can be unlocked after defeating 5 bosses with the Rogue class. It is a Great starting choice themed around stealing cards and consists of the following 10 cards:

Rogue Cards Neutral Cards

3.3. Kobold's Desire

Kobold's Desire is the third Rogue starting deck and can be unlocked after defeating 10 bosses with the Rogue class. It is a Good starting choice themed around Battlecry effects and consists of the following 10 cards:

Rogue Cards Neutral Cards

3.4. Random Rogue Deck

The option to have a Random 10-card Rogue Deck to begin with can be unlocked after defeating 15 bosses with the Rogue class. The cards chosen are completely random and offer little to no synergy. The starting deck is a Bad choice and should only be chosen if you want a challenge.

4. Treasures

After defeating the 1st, 3rd, 5th, and 7th boss in a Dalaran Heist run, you will get to choose 1 of 3 random powerful Treasure cards that you can add to your deck. The Treasures after the 1st and 5th boss will offer passive effects and the Treasures offered after the 3rd and 7th bosses will be powerful playable cards that you can add to your deck.

The tables below contain a list of all the possible Treasures and Passive effects available and give them a general rating as to how good they are for the Rogue class. The comments give further details as to how and why the Treasures are good in addition to some of the Card Buckets that they have good synergies with.

4.1. Treasure Cards

Treasure Rating Comments
Dreamgrove Ring Excellent Dreamgrove Ring itself has quite a high variance in results. However, summoning 5 minions alone is very strong. However, there are many Legendary minions that win the game on the spot if you summon 5 copies, such as Ragnaros the Firelord, The Lich King, and Ysera.
Super Simian Sphere Excellent Super Simian Sphere provides a consistent method of board control that, alone, can keep any normal board in check, while providing a significant amount of damage per turn against empty boards.
THE... Candles? Excellent THE... CANDLES? makes full use of the Twinspell mechanic, providing a board clear that can be played 4 times throughout the game. Its flexibility allows is to clear 2 large boards, or many small ones to allow your minions to freely pressure opponents.
Annoy-o Horn Good Annoy-o Horn provides a solid amount of value by fully populating your board with smaller minions.
Banana Split Good Banana Split is a tempo tool that can quickly expand your board. It is somehat reliant on having a strong target on the board, but is incredibly powerful when used correctly.
Big Boomba Good Big Boomba provides an immediate board clear while immediately clearing the board the following turn. While the initial clear may be strong, the second effect can be very slow and unnecessary. The card is best used to stall the game in decks that use a large amount of high-cost cards.
Case Study Good Case Study provides immediate access to a range of Quest rewards, without needing to fulfil the Quest's requirements. While all Quest rewards are strong, some are significantly stronger for some decks than others, so the randomness of the Discover effect has a slight negative impact on the Treasure.
Elder Taggawag Good Elder Taggawag is another repeatable board clear similar to THE... Candles?. However, as the card is shuffled back into deck each time, it is not quite as flexible.
EVIL Propaganda Good EVIL Propaganda combines a board clear and populates the board at the same time, offering extreme value. The only drawback of the card is its high cost, making it not quite as useful in more aggressive decks.
Hyperblaster Good Hyperblaster provides a consistent source of removal every single turn which will allow you to develop your board each turn and snowball out of control. It is the strongest of the "Good"-rated cards.
Master Scheme Good Master Scheme is a well-rounded card that provides everything you could ask for in a single card. However, due to being a Scheme, the card requires many turns to power up and can be quite unimpactful if not drawn early enough.
The Box Good The Box is a good choice if there are no other good Treasures available. Its ability to change into a new Treasure each turn means that you will often be eable to get Excellent Treasures like Dreamgrove Ring or Super Simian Sphere if you hold onto it for long enough.
Untold Splendor Good Like The Box, Untold Splendor provides access to a range of different Treasures and is a good pick if there are no other good Treasures available.
Dagwik Stickytoe Average While Dagwik Stickytoe may not seem too powerful itself, it should be noted that many bosses near the end of chapters lack significant card draw. This means that removing cards from their hand is very valuable and can cause them to run out of steam very quickly.
Duplatransmogrifier Average Duplatransmogrifier is a unique effect that turns all minions in your deck into one specific minion for the remainder of your run. This can be a very double-edged effect as it will remove all of bad cards from your deck, but it can be very hard to develop a strong Mana Curve when all minions in your deck cost the same.
Fly-By Average Fly-By is a fun Treasure with a very inconsistent effect. Although the potential to do 50 damage at once to a boss may seem strong, it is very misleading. Against earlier bosses, encounters are unlikely to last long enough for the bomb to be drawn. Whereas against later bosses, their Health pool is so high that 50 damage is not very significant.
Gnomish Army Knife Average Gnomish Army Knife provides a minion with a range of powerful effects that can change the outcome of a game. However, the high cost of the card makes it heavily reliant upon having a minion in play already for that card to have a significant impact.
Golden Candle Average Golden Candle provides a huge boost in value by turning your deck into powerful Legendary minions. It has great synergies with Treasures that discount cards like Robes of Gaudiness and Scepter of Summoning. However, without these Treasures it can be very risky due to the high variance of Legendaries.
Grimmer Patron Average Grimmer Patron is a solid card that will continually give value as long as it is able to survive. However, it is a huge liability when played from behind as the card, and the first copy it summons, will be immediately removed by opponent.
Sow the Seeds Average Sow the Seeds has a significant impact on the strength of minions in your deck. However, as a 5-Mana card, the effect comes into play very slowly and additional card draw is often required to get full value from the effect.
Swampqueen's Call Average Swampqueen's Call provides the effect of The Storm Bringer for just 2 Mana. As the card is also replayable in the same turn, it is possible to play it multiple times for a consistent result. However, the card is heavily reliant on flooding the board before being used.
The Muscle Average The Muscle provides a big tempo boost by providing free cards. However, the effect can be very inconsistent due to the randomness of the cards given. The card is significantly stronger choice if you also have Battle Totem.
Continuum Collider Bad The large Health pools in later encounters make the additional turn generated by the card almost never enough to close out the game and any tempo generated can be swiftly removed by the additional turn taken by your opponent.
Elistra the Immortal Bad Decks drafted during the run often contain very minimal amount of buff cards and it is unlikely that a significant number can be used on Elistra the Immortal.
Loyal Henchman Bad Loyal Henchman's effect is far too slow and far too weak to consider drafting.
Murgatha Bad In a vacuum, Murgatha's ability may seem very strong. However, with a few extreme exceptions, Dalaran Heist decks are not able to consistently play enough cards for the Overload effect to offer enough value.
Orb of the Untold Bad Orb of the Untold functions as a relatively weak board clear. The finite damage it deals is fine against early boards, but is incapable of dealing with large boards like Big Boomba can. The additional fact it can deal direct damage may also seem good against earlier bosses, but soon becomes a liability toward the end of a run, where bosses will have huge amounts of Health.
Overpowered Bad Overpowered provides a small tempo boost by allowing a card to be played a second time. However, the card is not strong enough for a Treasure unless it speifically copies your other Treasure card.
Soothe Bad Soulreaper's Scythe is a reasonable weapon that grows in strength each game it is used. However, it can be unreliable as it needs to be used against most bosses for its value to accumulate. Due to this, it is a terrible pick if chosen on the second round of active Treasure cards, after the 7th boss.

4.2. Passive Treasures

Treasure Rating Comments
Emerald Goggles Excellent Emerald Goggles is a huge tempo-boosting Treasure that is stronger than it initially looks. The Treasure will continually discount the left-most card in your hand after each card you play, allowing you to potentially discount your entire your hand if you play your cards from left to right, resulting in many fast victories.
Robes of Gaudiness Excellent Robes of Gaudiness is an excellent tempo tool, and perhaps the strongest Treasure to date in any single-player content. It should be noted that for odd-Cost cards, the Mana Cost rounds down, allowing 3 drops to be played on turn 1, 5-drops on turn 2 and so on. To ensure you get the maximum value out of this Treasure, you should prioritise card buckets with the highest-cost minions after you pick it.
Battle Totem Good Battle Totem is generally a strong Treasure. It can be a great choice for Rogue, but specifically requires a deck with many Battlecry minions, such as those found in the Kobold's Desire starting deck.
Captured Flag Good Captured Flag is a well-rounded Treasure that gives a flat boost to your minions throughout the game. It is particularly strong in Token decks where the Treasure can buff additional minions that are summoned.
Cloak of Invisibility Good Cloak of Invisibility allows a great deal of flexibility for your minions, allowing you to dictate all trades that are made and extract additional value from heavily-injured minions.
Potion of Vitality Good Potion of Vitality is a deceptively strong Treasure most of the time. Although it offers no real tempo or value in itself, the additional Health it provides gives you more time to use your cards efficiently to outvalue bosses. Picking up 2 copies of the Treasure will also result in you having more than double the Health of the final bosses you face.
Resourcefulness Good While the value of the Treasure can vary a lot, any early-game weapon serves as an excellent tool for controlling the board to dictate the pace of the game. The high base Health of your Hero against the later bosses gives you a lot of breathing room to trade with your weapon.
Robe of the Magi Good Robe of the Magi adds a huge boost in value to spells. Especially for Rogues with many powerful spells, like Backstab and Fan of Knives, available.
Rocket Backpacks Good Much like Cloak of Invisibility, Rocket Backpacks gives you the initiative when trading with your minions and allows you to extract significantly more value from your cards as a result.
Scepter of Summoning Good Scepter of Summoning is a good Treasure that can function similarly to Robes of Gaudiness. It allows big minions to be played cheaply, but offers no benefit for smaller minions, making it essential to pick up as many card buckets containing big minions once you have picked it up.
Totem of the Dead Good Totem of the Dead is a solid Treasure and is a good fit for Rogues due to the natural usage of many strong Deathrattle minions.
Wondrous Wisdomball Good Wondrous Wisdomball is a fun Treasure that just so happens to be extremely powerful. It will randomly trigger various powerful effects that are almost all positive, such as clearing the board, duplicating spells, drawing additional cards, and turning the minions you play into random Legendaries.
Book of Wonders Average On average Book of Wonders is a fairly strong Treasure. It will often play spells that summon you minions in the early game, or randomly clear your opponent's board. However, the small risk of random spells clearing your board with spells like Cataclysm prevent this Treasure from being a good choice.
Crystal Gem Average Crystal Gem provides a boost in tempo by ramping up your Mana Crystals. However, it pales in comparison to some of the more impactful Treasures.
Dr. Boom's Remote Average Dr Boom's Remote creates a small amount of early-game tempo that allows you to comfortably secure control of the board going into the mid game.
Elixir of Vim Average Elixir of Vim provides a constant supply of resources to allow you to continually pressure opponents. However, unless you are also able to draft Elixir of Vigor, a very low-curve deck is required to get full use of the Treasure.
Expedite Average Expedite provides a small tempo boost compared to Robes of Gaudiness, but is still a well-rounded choice that will prevent you from being overwhelmed from bosses later in your run.
First Aid Kit Average First Aid Kid provides a consistent supply of healing for your minions, greatly increasing the benefit of value trading. However, most encounters will be too fast for the Treasure to offer significant value.
Mysterious Tome Average Mysterious Tome provides a small early-game tempo boost, similar to Dr. Boom's Remote that will allow you to safely reach the mid game.
Small Backpacks Average Small Backpacks provides you with a boost in card advantage from the beginning of the game. The additional cards can help you play any deck more effectively due to the additional options available.
Stargazing Average Stargazing provides a consistent supply of value by allowing you to use your Hero Power twice per turn for a reduced Cost. However, as both Dagger Mastery and Cut-less do not benefit from this (it is unlikely that will be 2 undamaged minions in play for Cut-less), this Treasure is significantly weaker for Rogue than other classes.
A Prince's Ring Bad A Prince's Ring may look good on the surface, but is significantly weaker than the Death knights it mimics. Without Battlecries and powerful passive effects like Frost Lich Jaina, Death knight Hero Powers are often only marginally better than other starting Hero Powers available.
Elixir of Vigor Bad Elixir of Vigor is a deceptive Treasure that appears strong at first. However, the uncontrollable effect will punish you for playing early-game minions, populating your deck with poor draws. The Treasure is only ever worth considering if you already have Elixir of Vim.
Elixir of Vile Bad Elixir of Vile offers a short-term tempo advantage by allowing you to play spells with Health. However, encounters will go much longer against late bosses and the cumulative cost of spells will often result in a critical loss of Health.
Glyph of Warding Bad Glyph of Warding is unimpactful compared to most Treasures and will often just be a minor inconvenience for most bosses.
Hagatha's Embrace Bad Hagatha's Embrace performs a random hand buff to one of your minions at the end of each turn. While it offers consistent value, the effect is very weak relative to other Treasures, especially compared to similar effects like Captured Flag.
Recycling Bad Most Rogue decks will never play enough minions for Recycling to have a significant impact in a game. Even in decks build around the Treasure, it is still unlikely to provide as much healing as First Aid Kit or Potion of Vitality.
The Hand of Rafaam Bad The Hand of Rafaam is a Treasure that will make quick work of early bosses with low Health pools. However, against later bosses the 4 damage per turn is insignificant and the additional Mana Crystals the final 2 bosses start with allows them to comfortably play their Curse of Rafaams
Togwaggle's Dice Bad Togwaggle's Dice is a very unpredictable card. For it to offer significant value, a very high-Cost deck is required and even then, Treasures like Scepter of Summoning and Robes of Gaudiness are much better choices for that situation.

5. Card Buckets

After you defeat each boss, you will be offered a choice of 3 different card buckets that you can add to your deck. Each bucket contains 3 cards that fit a certain theme and will help shape your deck in different ways.

The table below contains a list of all the possible Rogue card buckets and gives a general rating as to how good each card bucket is on average. The comments section contains further details of each bucket and when to choose them.

Bucket Rating Comments
Combo Excellent Combo contains all of Rogue's most powerful combo cards, such as Eviscerate and Vilespine Slayer, and is often an excellent addition to any deck.
Spellslinger Excellent Spellslinger contains most Rogue spells and spell-synergistic minions, topped off by Yogg-Saron, Hope's End. The bucket has strong options that can fit into any deck, especially cards like Backstab, Azure Drake, and Eviscerate.
Battlecry Good Battlecry is a solid card bucket that contains a range of powerful Battlecry minions, such as Blink Fox and Azure Drake that can bolster any deck. It is especially powerful with the Battle Totem Hero Power or the starting deck.
Draw! Good Draw! contains all Rogue draw effects. While this may seem strong, it is a very polarised bucket theme and will regularly offer very bad cards like Myra's Unstable Element.
Cogs and Gears Average Cogs and Gears is a Mech-themed deck that contains all Mechs available for Rogues. To get maximum value from the bucket it should be picked many times to maximise Mech synergy. However, it can also offer a few strong choices like Piloted Shredder and Zilliax that can fit into any deck.
Deathrattle Average Deathrattle contains all Rogue Deathrattle minions and Deathrattle-themed spells. While the bucket has some strong cards and synergies, it does not work well with any of the starting decks. However, it is an excellent choice if you pick up the Totem of the Dead Treasure.
Legends Average Legends contains all Legendary minions available to Rogues. It is a great choice if you have the Robes of Gaudiness Treasure.
Scallywags Average Scallywags contains all Pirates available for Rogue. The bucket should be picked frequently to work, to maximise Pirate synergies. However, this can be a weak strategy against later bosses with large amounts of Health. However, the bucket can still offer a small selection of minions that can fit into any deck, such as Naga Corsair or Cursed Castaway.
Thief Average Thief contains all Rogue cards that steal, or benefit from stealing, cards from opponents, like Blink Fox and Spectral Cutlass. This bucket can be a great way to add additional value to a low-curve deck. It also has great synergy with the Dead Man's Tale starting deck.
Trickery Average Trickery contains cards themed around manipulating both players' hands and decks, such as Hakkar, the Soulflayer and Togwaggle's Scheme. Aside from Sap, Fal'dorei Strider, and Vanish, the cards offered are very niche and will offer no value in most decks.
Cutthroat Bad Cutthroat contains cheap, aggressive minions, such as Argent Squire and Abusive Sergeant. While the bucket can be used to fill out your early Mana curve, it should not be picked frequently as it will lead to you rapidly running out of cards.
Kingslayer Bad Kingslayer contains a large range of cards built to empower the Kingsbane weapon. However, Kingsbane strategies are incredibly hard to pull off and this bucket should generally be avoided as a result.

6. Changelog

  • 25 May 2019: Guide added.
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