New evolve rule for 10 or 12 cost minion

When you evolve a 10 (or 12) cost minion (in standard), its now transforms into a new 10 (or 12) minion

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Evolve is strong enough as it without making it into a heal for giants on top of its current effects. Even in wild it’s a strong card just not broken there is no need to buff or nerf it.

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Maybe but now it’s consistent with " If you cast Big Bad Voodoo on a minion at the highest available cost i.e. a Mountain Giant. It will result in a random minion of the same cost being summoned."

Really? That’s what happens?

Then I don’t see why Evolve should not do the same.

Big Bad Voodoo gives a Deathrattle, so the minion has to die first. Evolved minions don’t die, they just evolve (no Deathrattles are triggered).

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The common rule now is : if there is no minion which costs (1) more, they apply the effect (transform or resurrect) with a minion of the same cost

The common rule now and the rule of when evolve existed are different and don’t matter if they are.

Evolve is not a standard card it’s a wild card. Wild is about playing with cards as they where back in the day and being able to cause interactions norm not possible in standard.

If it was a standard card that agruement would have value but as it’s a wild card it should stick to the rules of the time it was printed not any new rule.

Also as said your example is a deathrattle. Quite different than evolve so you can’t use it to claim the standard rule is different. It may be and that’s fine but what matters was the rule of when wveolve was printed. At most the wording on evolve should change NOT the effect to make it clear.

Quest Rogue would like a word with you.

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As much as I despise Quest Rogue, these changes were undeniably idiotic.

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Something happening on the past is not ground that something should happen again. It’s only saying it can happen again.

Quest rogues changes as most would agree was idiotic. As such why would we not learn from the past and not do it again. In fact the quest rogue example supports my post of wild definitions should remain unchanged due to how unwell it was received.

You are arguing black-and-white.

As if "reasonable consideration " is anathema to you.
The example of Quest Rogue’s changes does not support your argument.
A single case of a change being met with ill reception only hints at the change itself being bad.
By your standards, Sn1p-Sn4p-Lock would forever haunt Wild, if the rotation had, for example, happened sooner. Or a large-scale-HoF. Or if WW had been the last expac of the previous rotation. Because Echo would then be a “Wild”-mechanic.
These cases are rare and need to be individually thought through.

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You know there is a STANDARD card named “Mutate” with the same effect than Evolve. They changed Big bad voodoo so that it’s not a dead card when your target minion has no n+1-cost minion available. Now Mutate is no longer a dead card when your only target is a 10 or 12 cost minion. And the wording of the card would be too long if they had to say " if there is no minion which cost 1 more, transform into a random minion with the same cost instead"

Sorry, my gut feeling tells me this is a bug and not intended.

Solved. Quote from Blizzard (on Hearthpwn) " Cards that “transform a minion into a random one that cost (1) more/less”, like [Evolve]or [Devolve], will now always re-roll the minion, even if no minion exists in the target-cost minion pool. The minion will be re-rolled at the nearest possible cost."

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This is actually huge for Devolve as well;

You can now devolve buffed 0 cost minions if I got this right.

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Also, wild format is not a museum where people can go to marvel at perfectly preserved relics from the past. It is an entirely different format with its own challenges and opportunities. Saying “let’s not try to keep it balanced” is no more correct than if it were said about any other format. If you read the latest patch notes, they still make tweaks to solo player content from several expansions ago.

Yes, also you can devolve taunts from Molten Giants.

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E v o l u t i o n
is a mistery.

Can u provide a link? This is the kind of change I HATE. You are used to cards have a certain effect, suddenly, your opponent dies something new and there is no change noted in game, in a patch note, or even on the card itself.