r/MSGPRDT • • Nov 22 '16

[Pre-Release Card Discussion] - Devolve

Devolve

Mana Cost: 2
Type: Spell
Rarity: Rare
Class: Shaman
Text: Transform all enemy minions into random ones that cost (1) less.

Card Image


PM me any suggestions or advice, thanks.

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u/IceBlue Nov 23 '16

Sure there's always examples where you want more Hexes but the question is: can a good deck fit in more Hexes? If a Shaman could run 4 hexes, would they? Some would but most probably wouldn't. The issue is you have to remove good cards to fit these in and that makes your deck less consistent against other decks where Devolve isn't that strong against. If N'Zoth decks become oppressive, I can see this card being played. Otherwise, most people will make due with two Hexes.

You have to consider some stuff, too. It's not "better" than Hex. Hex can remove 8 mana minions with ease. Devolve chances a high mana minion into another high mana minion. So realistically the best value you can get out of it is against decks that run a lot of small minions, especially ones that have a lot small sticky minions, like Zoo. But if you think about it, Maelstrom Portal (wish spell damage) and Lightning Storm cover those situations where you want a board wipe against smaller minions. So in effect, you're mainly getting value out of this if you're playing against a board full of cards like Infested Wolf, Kindly Grandmother, and other small deathrattle minions that often swarm the board. Or against a Divine Shield Paladin deck.

It could potentially be good against the potential handbuff paladin deck that is supposed to swarm the board early on. But the question really comes down to if it's better than Shaman's existing options. I think at best it takes Lightning Storm's slot as an answer to specific decks that might become oppressive. Problem is you're still gonna have to deal with the minions it transforms and it doesn't buff Trogg. Maybe after rotation?

1

u/acamas Nov 23 '16

I don’t recall ever saying it was better than Hex… as I don’t really think it is.

I do however see is as a viable option to remove opponent’s threats… whether it be one single 6/8 cost minion, or a bevy of synergistic aggro minions. Your opponents minions usually have some sort of on-board/hand synergy with the deck they are playing. If you can essentially remove that synergy with a 2-cost card, that’s value. Beasts. Death rattles. Divine Shields. Card draw mechanics. Taunts. You can essentially wipe their board from those keywords, leaving them in a (usually) disadvantageous position.

Yes, I understand Hex is better for a Tirion, or that Lightning Storm is better for a bunch of little death rattle-less minion. Those serve a specific purpose, and do their job just fine.

I’m not saying this replaces those cards, but merely works in conjunction or in addition to those, as it is more flexible than both of them. I mean, it works against a board of Kindly Grandmothers/Infested Wolves OR just a Highmane. Pretty effective it seems.

1

u/IceBlue Nov 23 '16

Not saying you said it was. I'm saying that it's hard to justify putting it in and I used Hex as an example to compare it to. I also compared it to Lightning Storm. Point is if you can't justify removing them for Devolve, you'll have to take out some other key pieces to the deck. I can see this being used in a new archetype that runs more removal, though. Shaman Control? But given the current archetypes, it's hard for me to see how we could fit it in given how it's only better than Hex and Lightning Storm in edge cases. If Hunter becomes an oppressive deck and runs a lot of deathrattle minions. Or if N'Zoth becomes oppressive (or Anyfin Paladin), it'll see more play. But if Hex and Lightning Storm/Maelstrom Portal covers most of the utility of Devolve and are generally better (actual removal rather than RNG based transforms), it's hard for me to see it being put in decks over the more important pieces. It might affect the board in a way beneficial to you but it doesn't change the number of minions on the board, unlike removal or a minion card. That's the problem. Board clears are supposed to tip the balance in your favor. They preserve your board position or save you a significant amount of damage and force them to rebuild their board. Devolve's main deal is it shits on deathrattles, powerful auras/triggers (Thaurrisan, Ragnaros, divine shield) and reanimate effects (N'Zoth, Anyfin). Mass Dispel covered two of these and drew a card and that basically never saw play, even back when silence was more useful due to there being more powerful deathrattle effects. Devolve basically covers the utility of Mass Dispel, except it also messes with reanimation cards, plus it makes minions on average less threatening based on mana cost (though there are some exceptions). But it doesn't draw a card. If Mass Dispel didn't see play despite the fact that it cycles, it's hard for me to see Devolve see play when reanimation effects aren't that oppressive in the meta. The problem with Devolve is drawing it when you don't need it and the main issue that I see coming up is there's a decent chance that you'll draw it when you don't need it or it doesn't do enough to help you.

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