Rogue Aggro decks focus on early aggression and utilize the tempo advantage from using zero cost spells like Backstab, as well as burst damage like Leeroy Jenkins with Shadowstep to quickly end the game.
Unlike Hunters or Warlocks, Rogue Aggro has no draw mechanics and it makes the deck feel like a huge gamble. For example, already at your first turn you gamble on whether you get to go second and get the valuable Coin to help trigger your early combo cards.
Miracle Rogue decks focus on cards like Gadgetzan Auctioneer to quickly cycle through their games and play ton of cards on their turn with cards like Questing Adventurer, Leeroy Jenkins, Mana Addict or or Edwin Vancleef to deal damage.
This has been my favorite kind of Rogue deck, but ultimately one that feels too luck dependent to run properly. You need to draw the Gadgetzan Auctioneer to start cycling through your spells and most rush decks can easily burn it to the ground.
3) Spell Damage
The kind of Rogue deck I'm currently running, a spell damage Rogue deck focuses on controlling the board while using spell damage minions to amplify their good recycling spells like Shiv and Fan of Knives to deal damage.
While this deck is great, it suffers from one glaring issue: The spells themselves deal next to no damage on their own. You need spell power minions for cards like Shiv or Fan of Knives to become effective removal, and the lack of spell cards make your choices extremely limited (in comparison to e.g. the Mage).
The overall pressing issues with the Rogue are, in my opinion:
1. The coin feels like it has too much impact on the Rogue early game. The Rogue needs to draw something like Deadly Poison or Backstab to proc combos without it and those mechanics have requirements much harder to meet than simply coining out your Defias Ringleader (needing to equip a weapon, and needing opponent to play a minion).
2. Sprint is the Rogue's only draw power mechanic and it doesn't fit the Rogue class in its current design. The Rogue is an early/mid game class and has no real cards that support late game, especially something that causes such a huge loss of tempo.
3. The hero power feels underwhelming since the nerf. 2 mana to equip a 1/2 knife is worthless in mid and late game without Deadly Poison and having weapons in the deck make the hero power directly bad to use since it replaces your better weapon. The Rogue also ends up taking way too much damage when using the hero power to remove minions like how the Druid or Mage can use theirs.
What I generally feel like the Rogue class could use:
- A card that permanently improves the hero power so it becomes more substantial mid and late game, like Shadow Form for the Priest (only this needs to not suck).
- A card that allows the Rogue to draw more cards early game to support miracle decks without having to rely purely on a single neutral 5 cost 4/4 minion.
- More late game cards so playing a Rogue control deck is more viable.
- More options for triggering combos, so there's not such a huge difference between going first and second for the Rogue.
Here's an example of a card I made I think that would make a Rogue end game deck much more viable: