Its perfectly fine, really. If its possible to die on turn 4 from super buffed whack 1 mana minions, then it also should be possible to counter it.
That said, when you have 2-3 minions on the board, the randomness of devolving missiles already makes it very weak.
When there's just one minion on the board the sheer RNG can get tilting :P Decent chance of failing to answer a lone Ogremancer, for example. If there's something else with it, you shouldn't rely on missiles. That's part of why it's a stronger card in mage - pings help you control targets to some extent.
Compare it to Devolve - which barely sees play (though I use it in Wild, that's a deck-based call) - and it looks fine. Using it feels like it's a really strong card, but I think that's a combination of factors - one is that the early removal for mage is limited (seeing a T1 watchpost is just sadface for spell based decks at the moment), the other primary one is Paladin being so much of the meta. It's a counter to a lot of their shenanigans. I'd not be opposed to a mana nerf to 2, say, looking at how I've been using it - generally with pings or other spells to limit the targets. Had a ridiculous game earlier when I had to drop it after a priest had made a 1/1 copy with DS of a 5-drop - somehow none of the missiles hit the 1/1 and I saved extra resources. The variance in it does cause feel bad moments, in a similar fashion to old lightning storm, but honestly I'd be wary of nerfing it when one of the top decks is buffing minions.
FWIW, I've been playing Mozaki mage (and, erm, losing on T1 at times to warlocks :P But that's part of playing combo!). Interaction with combos is part of a balanced game.
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When there's just one minion on the board the sheer RNG can get tilting :P Decent chance of failing to answer a lone Ogremancer, for example. If there's something else with it, you shouldn't rely on missiles. That's part of why it's a stronger card in mage - pings help you control targets to some extent.
Really, a feelsbad card from both ends.
Compare it to Devolve - which barely sees play (though I use it in Wild, that's a deck-based call) - and it looks fine. Using it feels like it's a really strong card, but I think that's a combination of factors - one is that the early removal for mage is limited (seeing a T1 watchpost is just sadface for spell based decks at the moment), the other primary one is Paladin being so much of the meta. It's a counter to a lot of their shenanigans. I'd not be opposed to a mana nerf to 2, say, looking at how I've been using it - generally with pings or other spells to limit the targets. Had a ridiculous game earlier when I had to drop it after a priest had made a 1/1 copy with DS of a 5-drop - somehow none of the missiles hit the 1/1 and I saved extra resources. The variance in it does cause feel bad moments, in a similar fashion to old lightning storm, but honestly I'd be wary of nerfing it when one of the top decks is buffing minions.
FWIW, I've been playing Mozaki mage (and, erm, losing on T1 at times to warlocks :P But that's part of playing combo!). Interaction with combos is part of a balanced game.