I'm usually optimistic about new cards, but this looks pretty awful. Druid has a non conditional 5/10 taunt for SEVEN and it just gets hit with sw death, sap, entomb, equality etc. You spend your whole turn to do what? Even on the rate occasion this thing DOES stick, you need minions behind it or its only dealing 5 a turn. This card needs some CRAZY synergy to even be considered. Anyone who voted above "playable" does not understand hearthstone.
Eh, not sure how confident I am in it. If you don't have card cost reduction (which, ever since Emperor Thaurissian was removed, may not be that common), you'll only be able to play 1 elemental with it for a 5/10 Taunt body, which is 7 mana worth of stats and not 9. Maybe in the future there will be something to help it out, but for now I'm doubtful.
Eh, not sure how confident I am in it. If you don't have card cost reduction (which, ever since Emperor Thaurissian was removed, may not be that common), you'll only be able to play 1 elemental with it for a 5/10 Taunt body, which is 7 mana worth of stats and not 9. Maybe in the future there will be something to help it out, but for now I'm doubtful.
You play the elementals turn 8. Then you get the bonus on turn 9 without having to play anything else...
if it could dodge more hard removal it would be nicer. or even if it was 8mana it would be way better. Basically ancient of war is way more convenient than this. 7 mana 5/10 or 9 mana 5/10-whatever. Seems like too much set up for not great stats.
Would have to be at least 15 health to be better than AoW and 20 health to be better stated than a vanilla 9 mana card (9 mana vanilla is basically 19 points of stats which would be like 5/14 excluding taunt obviously) at 5/20 its starts being really good.
I going to go with most here and agree that it's a bit overcosted... which is unfortunate, it would have been interesting in some priest elemental deck with innerfire and divine spirit. They only way it will be remotely playable is if 1)meta is slow enough 2) the deck it fits into has plenty of threats that need removal.
Having said that, you have to remove threats against an inner fire/confuse deck so there is a slim chance this is actually playable, highly dependent on a slower meta, and what elementals are available.
About a third of the cards revealed so far are related to Taunt, not even counting the Adapt mechanic. It's too early to know for sure but right now I see The Black Knight making a resurgence.
Unless some sort of synergy reduces the cost of this minion, I don't think it's playable.
I kind of doubt there will be, but it's entirely possible. This really just seems like a card made for people who want to make a Mega Elemental though more than a competitive one.
I put it down as "bad" because I'm actually pretty sure even if you get him to the fabled 5/30 there are a lot of ways to punish this. The one instance I'm actually not sure he's horrible is if you run him in something like Crusher Shaman with Earth Elementals to eat hard removal, but even then it still seems horribly inconsistent.
That being said... I will probably try playing him if I open one or have enough dust lying around to craft him. In the instances your opponent can't answer him it will be glorious.
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Cards that cost more than 7 mana need to have game-winning effects in order to make the cut in any given deck. Spending 9 mana for a pile of stats loses you the game more often than it wins. Doesn't matter if it's a 5/10 or a 5/50; it still dies to the same 3 mana hard removal. This guy would just take up a card slot that could be used for something that provides more immediate value.
To everyone freaking out saying that this will just be taken out with some hard removal instantly. You are not thinking of the big picture. Yes they could hold a hard removal spell until turn 9 to counter this, but you are assuming that these spells will not be needed for the first 8 turns of the game. We haven't seen all the elementals, there will be cards that your opponent will want to cast removals on before this card is even in the picture.
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I'm usually optimistic about new cards, but this looks pretty awful. Druid has a non conditional 5/10 taunt for SEVEN and it just gets hit with sw death, sap, entomb, equality etc. You spend your whole turn to do what? Even on the rate occasion this thing DOES stick, you need minions behind it or its only dealing 5 a turn. This card needs some CRAZY synergy to even be considered. Anyone who voted above "playable" does not understand hearthstone.
Eh, not sure how confident I am in it. If you don't have card cost reduction (which, ever since Emperor Thaurissian was removed, may not be that common), you'll only be able to play 1 elemental with it for a 5/10 Taunt body, which is 7 mana worth of stats and not 9. Maybe in the future there will be something to help it out, but for now I'm doubtful.
Who said Sunkeeper Tarim sucks?
FOR THE HORDE!
In before the argument:
When you play a 8+ mana card you want it be a win condition, and this is not.
In before Confuse priest.
Not sure if hyped yet.
Mages can make this guy 5/30 mate
FOR THE HORDE!
if it could dodge more hard removal it would be nicer. or even if it was 8mana it would be way better. Basically ancient of war is way more convenient than this. 7 mana 5/10 or 9 mana 5/10-whatever. Seems like too much set up for not great stats.
Would have to be at least 15 health to be better than AoW and 20 health to be better stated than a vanilla 9 mana card (9 mana vanilla is basically 19 points of stats which would be like 5/14 excluding taunt obviously) at 5/20 its starts being really good.
Inner fire ozruk priest inc
It would be "Very Good" but that 9 mana cost. :(
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I going to go with most here and agree that it's a bit overcosted... which is unfortunate, it would have been interesting in some priest elemental deck with innerfire and divine spirit. They only way it will be remotely playable is if 1)meta is slow enough 2) the deck it fits into has plenty of threats that need removal.
Having said that, you have to remove threats against an inner fire/confuse deck so there is a slim chance this is actually playable, highly dependent on a slower meta, and what elementals are available.
Unless some sort of synergy reduces the cost of this minion, I don't think it's playable.
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Pterodactyl minions that will be able to ignore taunts are comming
Pterodactyl minions that will be able to ignore taunts are comming
Cards that cost more than 7 mana need to have game-winning effects in order to make the cut in any given deck. Spending 9 mana for a pile of stats loses you the game more often than it wins. Doesn't matter if it's a 5/10 or a 5/50; it still dies to the same 3 mana hard removal. This guy would just take up a card slot that could be used for something that provides more immediate value.
Soggoth the Slitherer is better than this card. Is that card being played? Not currently...
If the Shaman quest is "Play X number of Elementals" then maybe.... maybe...
Why would you not just play soggoth? At least that way it won't get hexed/polymorphed
To everyone freaking out saying that this will just be taken out with some hard removal instantly. You are not thinking of the big picture. Yes they could hold a hard removal spell until turn 9 to counter this, but you are assuming that these spells will not be needed for the first 8 turns of the game. We haven't seen all the elementals, there will be cards that your opponent will want to cast removals on before this card is even in the picture.