[card]DevolvingMissiles/card] isn't that problematic as many think it is. Coming from a shaman perspective, it's powerful against deathrattles, auras, and buffs, but wide boards usually causes issues. Even 2 minions can be problematic. Imagine needing just 1 missile to hit, and it ends up hitting the 1/1 all 3 times.
In the case of just a board being to wide to deal with, it's even more useless. Early game it's definitely strong, but late game it falls pretty hard unless it's a single minion target, or if gambling to remove a certain minion is that detrimental in the determining the outcome([card]rattlegore/card]) of a match, aka that particular minion just snowballs.
If anything, mage shouldn't have access to it. It's bad enough how easily they can generate it as is. Add that with the rest of mage spells in general, and it's just an op card for mage to be using. That's not even taking into the account rogue can have access to it via [card]wand thief/card].
So to sum up my opinion on the card, it's a powerful tool for sure, but it's dependent on RNG, and the classes that have access to it. It's not winning games in shaman like it is in Mage, and sometimes rogue. I personally don't even run the card in most, if not all decks. Would rather generate it.
Side bar: Isn't it odd that even the cards shaman shares with other classes, are more useful in the other classes than they are in Shaman them self?
The card is no more powerful in mage than it is in shaman. Whether or not it fits your deck choice is one thing, but it doesn’t function any differently. Mages lost polymorph which was their only worthwhile method of silencing a minion. Devolving missiles is the next best thing.
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.
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.
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The card is no more powerful in mage than it is in shaman. Whether or not it fits your deck choice is one thing, but it doesn’t function any differently. Mages lost polymorph which was their only worthwhile method of silencing a minion. Devolving missiles is the next best thing.
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.
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.