Evasion
Evasion is a 2 Mana Cost Epic Rogue Spell card from the Kobolds and Catacombs set!
Card Text
Secret: After your hero takes damage, become Immune this turn.
Evasion is a 2 Mana Cost Epic Rogue Spell card from the Kobolds and Catacombs set!
Secret: After your hero takes damage, become Immune this turn.
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Wow, this is literally the iceblock for rogue, or even better because if u have 15+ health nobody cant even try to smorc you down with burn. Its just 100/10 especially for the class that doesnt have any (good) heals.
Screw you OTK Highlander priest… or any new meta OTK class.
Played at the right time, this is going to scupper Exodia Mage quite nicely… or Malygos Miracle (though I tend to run Eater of Secrets or Kezan Mystic depending on whether it’s Standard or Wild)… or buys you a turn against Highlander Priest though you’re still quite likely to take 10 damage from Velen + Mind Blast.
Unfortunately you’d need to be a little psychic to know when the OTK is incoming otherwise it’s easy to play around and just buys you a turn while your opponent still holds their killer combo. Still, often with Rogue, one more turn is all you need.
well enemy just needs to proc you with something on aprentice turn with ANY damage any spell
There’s usually mana left to ping on the apprentic turn, too. Apprentice (2) + Apprentice (2) + molten (2) + molten (1) + Time Warp (1) is only 8 mana
True – you’d just have to hope your opponent screwed up… with only 3 secrets at Rogue’s disposal so far it’s going to be pretty obvious which is in play and make it too easy to play around to be really effective for anything more than just buying a turn.
exodia mage normally has enough mana to ping once before they start their second turn.
2 mana for first sorcerer’s apprentice, 2 for the second’s sorcerer apprentice
2 for the first molten reflection, 1 for the second molten reflection
that is 7 mana so far
now 2 mana to ping the enemy face (and pop evasion) and 1 mana to play the time warp
that totals to 10 mana so idk what you are talking about, this card isn’t very good for this reason, it is so easy to play around, and doesn’t actually protect you like ice block does.
wow this card is very good.
Scourgelord Garrosh is not.
Yes it is, then why does it see pro play in Control? ;]
Who plays control warrior? No one tier 3 and lower
Do u ever watch pro tournaments? And alot of streamers and some players plays it in Legend. I’m not even gonna mention Wild ;]
Tier 3 or lower is not even skillful, i guess no one plays it because u need alot of dust (not a cheap deck)
huh in some cases its better than iceblock in some wirse enemy can oneshot you but cannot two shot wcih makes some intreaging interactions
Not as good as Ice block, but…playable nice card usable in combo decks. Maybe even Malygos decks… (i really miss malygos with taurissan)
Maybe we can get some secret activator , weapon or card that draws or better plays secrets from your deck.
(Also miss secret pally a bit :D)
Nice. Stall for rogue. This plus rogue hero means time. And time for rogue means combos. Combos mean win. I like it!
I get the theme of this expansion now..make the classes that already rule the meta even stronger and absolutely stroke the bottom three…brilliant…@$$%0!#$…
How does this make tempo rogue, which uses keleseth, even stronger? It’s 2 mana.
this kinda sounds like the guy saying that the 1/2 Armor gain elemantal and the 3 mana Snipe plus will make mage op even though one is for control and the other is for tempo secret
You know when kibler was realizing that rogue basically stole a version a secret from every class and then he mention ice block. Yep. It happened.
luckily it says “after”, so it can’t prevent lethal damage
Wel not single shoot lethal but 2 source damage lethal so if you have 11 life and best part about that card it couters hard Exodia mage if he does not pop it in 1st turn AND he may not want becouse of threat of sudden betray đ
that is a very nice little addition i like it. makes people have to be smarter about how they play it. if your opponent has The Ancient One on board and you play this. you are still dead. but if you are facing a hunter and are at 15 health and they got bow. and any beast on board. they cant just double kill command, bow, hero power kill you in one turn. you have options.
I think this was a really well designed card. and i like secrets in general in rogue. especially with them being in expansions not in classic and basic cards. this allows them to be higher on the power curve and in time they will go out of standard so you can do other fun things with them.
This is going to tie in with sudden betrayal.
Ye that card is good BECOUS of suden betray- enemy will be scared to attack face with minion to proc it becouse it may be sudden betray and he may be screwed over and well both of those cards buuying you time
Survivability for a class that struggles at surviving. Thank you, Blizzard! đ
I remember so many times in which Iâm like one turn away from a huge turn, whether it be Gadgetzan Miracle swing turn (which will be insane with Conceal in wild with Evasion), an Arcane Giant face-the-board-and-punch-face turn, the Mill âem and Kill âem burst, or just the bread ân butter Leeroy OTK turn. Safe to say Iâll be playing PLENTY of Rogue once the patch comes live x3
*casual Rogue enthusiast talking btw*
Also needs to be said that this ties into mind games with Sudden Betrayal; when playing around this card, you generally want to attack with a big minion to get the most damage before the secret pops, whereas Sudden Betrayal play-arounds are generally âAttack with the small minionâ. It can make for some funny âMissed lethalâ situations in which you play around the wrong Secret and miss lethal in the process. Fun đ
positioning will get more important again
Yeah but you still die, if you have 1 hp and you take 1 damage, unlike ice block, you will die. Keyword here is AFTER your hero takes damage. This card is getting a ton of praise when its not actually that good.
If I remember correctly, Ice Block also says: After your hero takes fatal damage, become immune this turn
So I think that this might also work (but Iâm not sure)
Ice block says: After your hero takes damage PREVENT IT and then become immune so it will not work
I wasnât sure, but the effect is still really good
Generally Iâm in the position where I have a good amount of HP but the opponent has a huge board with which theyâll kill me next turn. Currently the only way to survive through that is either good taunts (which are lacking in standard) or Valeera the Hollow (which is more late-game). If youâre put at low HP and the opponent has lethal in a turn, youâre in a bad position regardless; no card swapped for an Evasion in your hand could bounce you back from that position except maybe Vanish, but even then that barely does any good if your opponent just dumps their hand again (unless you also drop a bunch of big minions like Arcane Giants to set up lethal, but whatâs saying the opponent doesnât have direct damage to face if theyâre playing an aggressive deck?).
Yes, I know how the card works. No, youâre not going to be blasted with 12+ damage on one dude at a time. And if you are, PLAY SUDDEN BETRAYAL OR SOMETHING!
Yeah bro im just like u i dusted my WHOLE CARDS and i only have cards that relate to rouge
Did that a LONG time ago when I first entered HS. Now I generally donât disenchant unless theyâre just bad cards that Iâll never use (specifically non-Rogue Legendaries in wild, but exceptions are always present). I also disenchant a lot of my Goldenâs (unless theyâre either cards I use or Legendaries like my one and only Gold Leg Awaken the Makers). Usually Iâll save up dust and/or gold before an expansion tho and craft the Rogue Legendaries right away tho; theyâre mostly decent anyways or meme cards with which Iâll have tons of fun (currently have all standard Rogue Legs besides Shaku and Quest [which I disenchanted after it got nerfed because it was a dumb deck regardless]).
That being said, over half of my 18 deck slots are Rogue, with a bit over half of those Rogues being wild, sooo x3
Here comes t2 wild mill rogue
It canât proc on your turn (so you canât use it as a makeshift Violet Illusionist or Shadowblade), but it can give you the one-turn reach to swing the game back in your favor or kill them outright. So depending on what you meant by your comment, it could go either way.
Ice Block 2.0
Ice block 0.5 you mean?
Quite an interesting card to play around. It’s the only rogue secret i’d key as good but still i don’t want to build a solid opinion since i cannot reach how important can be the fact that doesnt prevent the 1st source of damage the hero receives.
One way or another, seems interesting.
Welp, I guess Kibler predicted it.
I wonder if Rogueâs legendary weapon will have synergy with this somehow. Maybe like a windfury or unlimited-attacks-per-turn weapon.
That wouldn’t work since this is a secret, so you’re only immune during the enemies turn.
Ah! Right. Gosh then this just seems like a pretty bad card.
Iâm guessing the weapon will be more Burgle mechanics. If you look at every previous expansion (minus adventures, but ONiK is an exception), there has been at least one âBurgle Cardâ in every set (Iâm counting Trade-Prince Gallywix, but technically you could disregard him since that was GvG and the first âexpansionâ besides Naxx). It seems that they may be slowly phasing Burgle out of Standard, but it IS a core part in the general theme of Rogue, so I wouldnât be surprised if they put the weapon into that mechanic category. But Iâm curious as to how they will implement the mechanic; could be a Shaku-esque weapon which Burgles whenever you attack, OR could give you TWO when you kill a minion with the weapon (which seems VERY fitting aesthetic-wise IMO). Of course values need to be balanced, but I reckon the weapon will be along these lines (since Lilian Voss kinda fell flat on her face and I believe Blizzard has learned their mistake).
So its Ice block for Rogues then?
Not really… way worse if you are using it for that purpose. Have to hold it in your hand until the turn that you know will be your last turn before dying. Or at least a turn where you know you will be taking a lot of damage. But if you are taking a ton of damage in one turn, you are not in a great spot.
Theres definitely times in OTK rogue decks that one turn was the difference between winning and losing. Being able to play this and then max damage for 8 remaining mana, following up the next turn to finish it. This also lets you make better use of vanish and can allow you to wait out another turn to cycle.
I’d only run it as a one of though
This doesn’t guarantee another turn. the opponent can buff a minion to do lethal damage.
it increases the change that you get another turn, but it’s not 100%.
It will be a dead card in your hand for a long time. as a top deck when you need it, it’s super powerfull.