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Rogue
Basic Info
- Type: Action-Attack
- Cost: 5
- Effect: +$2 / If there are any cards costing 3-6 in the Trash, gain one. Otherwise, each other player reveals top 2 cards, you trash one of theirs costing 3-6, they discard the rest.
Rating
Tier A-. +$2 plus dual-mode utility: Trash recover or attack. Synergizes with Graverobber, Pillage, Death Cart.
How to Play
$5 turn — Rogue is strong when Trash is seeded.
Mid-game, recover Gold / Province from Trash, or strike opponent's deck.
+$2 supports Province-line.
When to Pick / Skip
Pick when:
- Trash-seeders exist (Graverobber, Pillage).
- Want targeted deck attack.
- Few attacks otherwise.
Skip when:
- Moat / Diplomat / Lighthouse mirror.
- Empty trash, no seeders.
- Pre-built engine completes faster.
Key Combos
Rogue + Graverobber: Trash supply.
Rogue + Pillage: self-trashing fuel.
Rogue + KC / TR: doubled.
Rogue + other attacks: stack.
Rogue + Rebuild / Remodel: trash synergy.
Rogue + Engineer / University: gain.
Synergies
- Graverobber.
- Pillage.
- KC / TR.
- Other attacks.
- Rebuild / Remodel.
- Engineer / University.
- Death Cart.
Counters & Bad Matchups
- Moat / Diplomat / Lighthouse.
- Empty Trash.
- Post-engine.
- Short games.
Advanced Tips
Check trash each turn — cost 3-6 → gain priority.
KC + Rogue: 4 coins + 2 actions.
Trash empty → opponent strike. Pick big deck card.
Rogue + Pillage cycle: Pillage feeds Trash.
Mirror: Trash-race for the best card.
Late game Trash often holds Gold / engine pieces.