No , I ' m complaining about amazingly powerful cards that will exist in every viable Shaman deck in the meta , including control . This card could be the tipping point that leads to a second dominant Shaman deck , making effective mulligans extremely hard to do and the meta extremely frustrating . This leads to even lower win rates for nonShaman classes , which don ' t need the help . There is no way you won ' t want to follow up a full board clear with a 55 taunt for free . There is no way you won ' t run a weapon that reliably removes multiple 13 drops , at least from nonShaman classes , now that you have solid heals . Overload is pretty irrelevant when you play great cards for virtually or literally free . Control shaman with two of these minions and two healing waves is now rocking a minimum of 26 healing and has some of the best point distributions for minions in the game for favorable trades , including this one . Board control is virtually guaranteed in midrange as it is , barring repetitive efficient board clears ala Freeze Mage . Midrange shaman can generate card advantage easily since key draw cards also enable Spirit Claws , specifically Azure Drake and Thalnos . Devolve wrecks tribal you know , FUN decks in a huge way , especially deathrattle and murloc decks , as little as they currently matter . It can singlehandedly wreck the tempo bank created by Grimy Goons boards and preempt Jade deathrattles . If it see play , it will be because it is oppressive . It ' s an antifun card that wrecks weaker decks that didn ' t need to be weakened in the first place and decks that literally don ' t even exist yet .