I feel like no matter what kind of tempo deck I'm playing the game is immediately over if my opponent plays devolving missiles before turn 3. It's especially pointed in decks that use buffing cards like guff druid or rally priest.
It feels like a 1 mana card shouldn't have that much power?
Theoretically it could be something I'm doing wrong, or it could just be how overall strong spell mage can be. But this isn't really a new problem. So I'm just wondering if anyone's had the same experience.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
I'm surprised I haven't seen it mentioned more often. It can be a frustrating card. It's even worse when my opponent discovers it. I'm not against the card but it's cheap and can shut down a game instantly.
I'm interested in reading people's opinions about this card.
I feel the card is way too strong for 1 mana. It counters deathrattles, buffs, taunts, ... And it can hit 3 minions, that's damn huge. And again, it's ONE mana.
On the other hand, it's fine for some classes to have a strong card like this. Because multiple classes do. It's the combination of strong cards in mage particularly that make cards like this feel pretty unfair. So I don't necessarily think this should be nerfed. As long as something else from mage gets nerfed.
I've been saying since the card's release that eliminating 3 mana, along with removing deathrattle, taunt, sticky, and buff effects was not a 1 mana effect.
I think the powerlevel of the card is really high compared to something like Polymorph or Hex. It could easily be nerfed by increasing it to 2 mana or decreasing it to 2 missiles and it would probably still be a playable card.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
The thing is though, high cost minions usually don't have enough impact on the game anymore. Most decks aren't running a lot (if any) high cost minions. Instead, they just play multiple smaller minions in the later turns. So I fully agree with the decaying power of the card. Only this is not applicable in most games played today.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
The thing is though, high cost minions usually don't have enough impact on the game anymore. Most decks aren't running a lot (if any) high cost minions. Instead, they just play multiple smaller minions in the later turns. So I fully agree with the decaying power of the card. Only this is not applicable in most games played today.
That’s why I put “balanced” in quotation marks, because it is a theoretical balance. In reality, at the moment there is not really as much “late game” where it would in fact be a bad draw. End game is sometimes just skipped by an overwhelming early and mid game, or might only last a turn.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
Whether the usefulness decays is very dependent on the opponent's deck, right? I played a lot of Pure Paladin and devolve effects are a nightmare against buffs like Blessing of Authority. Same should hold for deathrattles and auras. But as annoying as it was, it somehow never felt extremely unfair. Maybe 2 mana would be slightly better, I don't know. But I think there are worse things in the game. It's a card that's great in some matchups and decent in others. I think that's fair.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
Whether the usefulness decays is very dependent on the opponent's deck, right? I played a lot of Pure Paladin and devolve effects are a nightmare against buffs like Blessing of Authority. Same should hold for deathrattles and auras. But as annoying as it was, it somehow never felt extremely unfair. Maybe 2 mana would be slightly better, I don't know. But I think there are worse things in the game. It's a card that's great in some matchups and decent in others. I think that's fair.
The problem I have isn't that it's "great" in some match-ups, it's that it's practically a game-winner in any tempo match-up, mainly because of how cheap it is.
Paladin I don't think is a reasonable metric really. At least for what I'm talking about. Libram Paladin isn't strictly a tempo deck, and isn't as buff reliant as some of the other tempo decks I'm talking about.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
The thing is though, high cost minions usually don't have enough impact on the game anymore. Most decks aren't running a lot (if any) high cost minions. Instead, they just play multiple smaller minions in the later turns. So I fully agree with the decaying power of the card. Only this is not applicable in most games played today.
That’s why I put “balanced” in quotation marks, because it is a theoretical balance. In reality, at the moment there is not really as much “late game” where it would in fact be a bad draw. End game is sometimes just skipped by an overwhelming early and mid game, or might only last a turn.
Im with you brother ! I hope the card gets bumped up to 3 mana, its so ridicilous at 1 ! Shaman's devolve (alos broken card) was 2 mana with 1 lvl of bump - sure it affected whole board but we are way past lackeys era.
I think it's such a huge toss-up of a card. When it hits low cost minions, like 3 mana or less, I think it's fantastic. But if there's a huge board or if there's a minion that's at least 7 mana, I don't think it's that great of a card. My experience using it is as Shaman, and more often than not, I find that I wish I'd've played Hex (or now, Lilypad Lurker) instead. And even when it's used against me, I don't find it to be that frustrating or strong. But that also depends on the deck I'm running. Like you said, against a deck with buffs and rez, yeah, it sucks. But then again, that's precisely what it was made for, just like Polymorph and Hex, and I don't see anything wrong with that usage. ¯\_(ツ)_/¯
It definitely feels like a very strong card but its hard to say if it should be nerfed, if they changed it to 2 or 3 mana id be surprised if it would even make the cut anymore as it tends to only be super useful in the early game.
As a shaman main I can assure you Devolving Missile is not a main deck material. I am happy to discover it when I need it, but there's better card to main.
Also its not just once I saw Devolving Missile hit the wrong target three times in a row.
I think it's such a huge toss-up of a card. When it hits low cost minions, like 3 mana or less, I think it's fantastic. But if there's a huge board or if there's a minion that's at least 7 mana, I don't think it's that great of a card. My experience using it is as Shaman, and more often than not, I find that I wish I'd've played Hex (or now, Lilypad Lurker) instead. And even when it's used against me, I don't find it to be that frustrating or strong. But that also depends on the deck I'm running. Like you said, against a deck with buffs and rez, yeah, it sucks. But then again, that's precisely what it was made for, just like Polymorph and Hex, and I don't see anything wrong with that usage. ¯\_(ツ)_/¯
Well. Hex and polymorph are both 4 mana cards, so they're rather large tempo losses. Devolving missiles costs 1 and can hit multiple things.
Devolving missiles can easily screw the caster in many cases, especially when there are multiple enemies on board. For what it does I think it’s fair, but I also get frustration of your opponent having it at the worst time for you.
Devolving missiles can easily screw the caster in many cases, especially when there are multiple enemies on board. For what it does I think it’s fair, but I also get frustration of your opponent having it at the worst time for you.
I mean a 1 mana spell not saving you from your opponent's lethal board isn't really it "screwing you over". I guess theoretically it can increase the stats of a minion potentially, but that rarely happens.
It's much more likely to cost your opponent a game.
I mean it's a 1 mana multi target silence removal, it's definitely a massively powerful card, but is this a "problem" ? I don't know, it's not on my list of the most frustrating or OP cards. I just wish more classes had tools like this, not just mage/shaman/priest.
If rogue and hunter can have silence removal (sap, freezing trap) then warrior sure can too.
Devolving missiles can easily screw the caster in many cases, especially when there are multiple enemies on board. For what it does I think it’s fair, but I also get frustration of your opponent having it at the worst time for you.
I mean a 1 mana spell not saving you from your opponent's lethal board isn't really it "screwing you over". I guess theoretically it can increase the stats of a minion potentially, but that rarely happens.
It's much more likely to cost your opponent a game.
I’ve seen it turn weaker minions into stronger minions many times, or completely ignore the minion you want to devolve. My personal favorite it when you’re trying to remove a deathrattle or taunt minion, and the enemy gets evolved in an equally annoying deathrattle/taunt minion. People keep comparing it to hex or polymorph but those were guaranteed outcomes and very beneficial. Devolving missiles is a coin toss in some situations.
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I feel like no matter what kind of tempo deck I'm playing the game is immediately over if my opponent plays devolving missiles before turn 3. It's especially pointed in decks that use buffing cards like guff druid or rally priest.
It feels like a 1 mana card shouldn't have that much power?
Theoretically it could be something I'm doing wrong, or it could just be how overall strong spell mage can be. But this isn't really a new problem. So I'm just wondering if anyone's had the same experience.
It’s hard to say if it should be changed. The thing about devolving missililes is that it’s great for early game tempo, but its usefulness decays a lot as the match goes on. Turning a 3 drop into a 0 drop for example is great, but turning 3 5 mana cards into 3 4 mana cards doesn’t do that much, especially if you are running high value Battlecry minions because then you might actually benefit from devolving missiles. Later on in the game it reduces a lower percentage of your tempo than in the early game, so it’s “balanced” by being a bad draw in the late game and a fair draw in the mid game.
I'm surprised I haven't seen it mentioned more often. It can be a frustrating card. It's even worse when my opponent discovers it. I'm not against the card but it's cheap and can shut down a game instantly.
I'm interested in reading people's opinions about this card.
I feel the card is way too strong for 1 mana. It counters deathrattles, buffs, taunts, ... And it can hit 3 minions, that's damn huge. And again, it's ONE mana.
On the other hand, it's fine for some classes to have a strong card like this. Because multiple classes do. It's the combination of strong cards in mage particularly that make cards like this feel pretty unfair. So I don't necessarily think this should be nerfed. As long as something else from mage gets nerfed.
I've been saying since the card's release that eliminating 3 mana, along with removing deathrattle, taunt, sticky, and buff effects was not a 1 mana effect.
I think the powerlevel of the card is really high compared to something like Polymorph or Hex. It could easily be nerfed by increasing it to 2 mana or decreasing it to 2 missiles and it would probably still be a playable card.
The thing is though, high cost minions usually don't have enough impact on the game anymore. Most decks aren't running a lot (if any) high cost minions. Instead, they just play multiple smaller minions in the later turns. So I fully agree with the decaying power of the card. Only this is not applicable in most games played today.
That’s why I put “balanced” in quotation marks, because it is a theoretical balance. In reality, at the moment there is not really as much “late game” where it would in fact be a bad draw. End game is sometimes just skipped by an overwhelming early and mid game, or might only last a turn.
Whether the usefulness decays is very dependent on the opponent's deck, right? I played a lot of Pure Paladin and devolve effects are a nightmare against buffs like Blessing of Authority. Same should hold for deathrattles and auras. But as annoying as it was, it somehow never felt extremely unfair. Maybe 2 mana would be slightly better, I don't know. But I think there are worse things in the game. It's a card that's great in some matchups and decent in others. I think that's fair.
Ceterum censeo classum magi esse delendam.
The problem I have isn't that it's "great" in some match-ups, it's that it's practically a game-winner in any tempo match-up, mainly because of how cheap it is.
Paladin I don't think is a reasonable metric really. At least for what I'm talking about. Libram Paladin isn't strictly a tempo deck, and isn't as buff reliant as some of the other tempo decks I'm talking about.
I full heartedly agree with you then.
Im with you brother ! I hope the card gets bumped up to 3 mana, its so ridicilous at 1 ! Shaman's devolve (alos broken card) was 2 mana with 1 lvl of bump - sure it affected whole board but we are way past lackeys era.
I think it's such a huge toss-up of a card. When it hits low cost minions, like 3 mana or less, I think it's fantastic. But if there's a huge board or if there's a minion that's at least 7 mana, I don't think it's that great of a card. My experience using it is as Shaman, and more often than not, I find that I wish I'd've played Hex (or now, Lilypad Lurker) instead. And even when it's used against me, I don't find it to be that frustrating or strong. But that also depends on the deck I'm running. Like you said, against a deck with buffs and rez, yeah, it sucks. But then again, that's precisely what it was made for, just like Polymorph and Hex, and I don't see anything wrong with that usage. ¯\_(ツ)_/¯
It definitely feels like a very strong card but its hard to say if it should be nerfed, if they changed it to 2 or 3 mana id be surprised if it would even make the cut anymore as it tends to only be super useful in the early game.
As a shaman main I can assure you Devolving Missile is not a main deck material. I am happy to discover it when I need it, but there's better card to main.
Also its not just once I saw Devolving Missile hit the wrong target three times in a row.
Well. Hex and polymorph are both 4 mana cards, so they're rather large tempo losses. Devolving missiles costs 1 and can hit multiple things.
Devolving missiles can easily screw the caster in many cases, especially when there are multiple enemies on board. For what it does I think it’s fair, but I also get frustration of your opponent having it at the worst time for you.
I mean a 1 mana spell not saving you from your opponent's lethal board isn't really it "screwing you over". I guess theoretically it can increase the stats of a minion potentially, but that rarely happens.
It's much more likely to cost your opponent a game.
I mean it's a 1 mana multi target silence removal, it's definitely a massively powerful card, but is this a "problem" ? I don't know, it's not on my list of the most frustrating or OP cards. I just wish more classes had tools like this, not just mage/shaman/priest.
If rogue and hunter can have silence removal (sap, freezing trap) then warrior sure can too.
I’ve seen it turn weaker minions into stronger minions many times, or completely ignore the minion you want to devolve. My personal favorite it when you’re trying to remove a deathrattle or taunt minion, and the enemy gets evolved in an equally annoying deathrattle/taunt minion. People keep comparing it to hex or polymorph but those were guaranteed outcomes and very beneficial. Devolving missiles is a coin toss in some situations.