Who cares how much HP will it have. If this gets destroyed by some cheap mana removal then you just paid 9 mana - which required a set up in previous turn - basically for nothing. Ysera or nefarian gives you value even if destroyed. Soggoth is spellproof.
Compare him to Ancient of War. Depending on how many cheap elementals you'll be able to have this guy is likely going to be just a more expensive (mana-cost) version of that more often than not, and/or a 5/15 Taunt in other instances (I can't imagine you're holding tons of low drop elementals to go all in on this guy). He's probably somewhere between "Bad" and "Playable" but I think I'd play Soggoth the Slitherer over him most of the time and he barely sees play now.
Solgoth the 9 mana 5/9 taunt that can't be targeted by spells is WAY better then this card and it doesn't see play because it was too slow. This card is beyond bad. 9 mana taunts are useless in aggro games and useless in control. The funny thing is Solgoth is better against control also due to not being hard removed by spells.
You will need a lot of elementals or elemental generating cards in your deck to make this consistently good. If you only play one elemental the turn before, this is an overpriced Ancient of War. If you play more than 1 elemental the turn before this card's stats are nuts, but in most situations you'd still rather have a Soggoth the Slitherer because it's not succeptible to hard removal spells. I could be wrong, but by my estimations, this is not a competitively viable card.
Soggoth is playable in certain decks, but only because you can't simply hard remove/sap him. Cards like innervate encourage blizzard to think it's ok to make super aggro cards like STB, because druids can potentially drop turn 1 5/5s or whatever. Legendary turn 9 taunt minion gets printed...pile of useless stats. They do want people to play defensively and it sucks.
people saying that this card is going to be a 5/10 at most is just not true. they have already revealed a lot of small elementals that give other small elementals. i don't see this card being very good at all, but at least give it a chance.
if you can play a lot of elementals in priest somehow (currently looks like it's going for a deathrattle archtype at this rate) then divine spirit inner fire could be good for a 3 turn kill... considering you have to dump 2 elementals at minimum for the first turn (probably safer to dump 3 or 4) and then play Ozruk, and then wait a turn before Ozruk can attack. In the mean time your opponent has plenty of time to say... play a taunt, keep a removal card ready, or just get out their own win conditions.
Since we're losing three card sets that hold keystone minions and spells in the upcoming standard rotation, we can't call this card the new meta, nor can we call it dead.
It's very expensive, and to play 3+ elementals on turn 8 (or 7 then Coin on turn 8) seems late and potentially useless if the deck isn't built to withstand aggro and draw out removal. Played wrong, this could lead to you sadly clicking concede as your 5/30 taunt evaporates during your opponent's next turn.
It's also a massive threat if played in a fatigue or control deck (unless facing Jade), because now you're spent the match clearing their board and drawing out their biggest, scariest removal, and turn 9+ comes around and you could drop a taunt with a 5/20+ body. If you play it wisely, this card could be an auto concede.
Unless the rest of this expansion feeds into a hyper aggro metagame, this could be a really fun and powerful card to run!
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Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
I don't think it's hard getting this minion to a high health, but there are lots of single target removals out there, and t-9 is too slow against Aggro.
Kinda awful card TBH costs 9 mana for a big taunt.. it has the same flaws as soggoth not really good for stopping aggro (too late), useless against control (hard removal), and midrange would be probably the only one who this card is good against.. so if midrange is the to go playstyle (mainly jade druid) this card is good since druid lacks hard removal except mulch which rotates and naturalize which is bad and never run outside of the most tempo decks out there.
the effect is strong but it comes way too late and also requires setup..
The elemental mechanic is great, this card isn't though
if by some means this card becomes popular the black knight will be there to not let him pass
If there was some way to adapt this it would be really good.
Saw another card that summons elementals, wonder if this card would synergize with that and consider them as played or not.
Another removal Abusive Seargent and BGH
Verry bad card imo, but not everything needs to be good, the onedrop elemental is fine.
Who cares how much HP will it have. If this gets destroyed by some cheap mana removal then you just paid 9 mana - which required a set up in previous turn - basically for nothing. Ysera or nefarian gives you value even if destroyed. Soggoth is spellproof.
This card prolly wont see any play.
Compare him to Ancient of War. Depending on how many cheap elementals you'll be able to have this guy is likely going to be just a more expensive (mana-cost) version of that more often than not, and/or a 5/15 Taunt in other instances (I can't imagine you're holding tons of low drop elementals to go all in on this guy). He's probably somewhere between "Bad" and "Playable" but I think I'd play Soggoth the Slitherer over him most of the time and he barely sees play now.
Balancing busted cards version 1.0.
Solgoth the 9 mana 5/9 taunt that can't be targeted by spells is WAY better then this card and it doesn't see play because it was too slow. This card is beyond bad. 9 mana taunts are useless in aggro games and useless in control. The funny thing is Solgoth is better against control also due to not being hard removed by spells.
You will need a lot of elementals or elemental generating cards in your deck to make this consistently good. If you only play one elemental the turn before, this is an overpriced Ancient of War. If you play more than 1 elemental the turn before this card's stats are nuts, but in most situations you'd still rather have a Soggoth the Slitherer because it's not succeptible to hard removal spells. I could be wrong, but by my estimations, this is not a competitively viable card.
I'm quite sure after seeing this and the the Shaman Ele that there will be a
''reduce the next EleActually: something like this will happen.
9 cost is too high for a stat legendary that's iconic for Eles, 7 (shaman) is only par.
You can have a 30/30 too, by playing Blood of The Ancient One turn before Blood of The Ancient One!
Soggoth is playable in certain decks, but only because you can't simply hard remove/sap him. Cards like innervate encourage blizzard to think it's ok to make super aggro cards like STB, because druids can potentially drop turn 1 5/5s or whatever. Legendary turn 9 taunt minion gets printed...pile of useless stats. They do want people to play defensively and it sucks.
With Flame Geyser's and Fire Fly's effect I don't imagine it'd be hard making this 5/30.
Could work in Druid. Turn 5 or 6 5/20 taunt doesn't seem bad.
people saying that this card is going to be a 5/10 at most is just not true. they have already revealed a lot of small elementals that give other small elementals. i don't see this card being very good at all, but at least give it a chance.
Golden legendary cards opened: Ragnaros the Firelord, Auctionmaster Beardo, Kalimos, Primal Lord
if you can play a lot of elementals in priest somehow (currently looks like it's going for a deathrattle archtype at this rate) then divine spirit inner fire could be good for a 3 turn kill... considering you have to dump 2 elementals at minimum for the first turn (probably safer to dump 3 or 4) and then play Ozruk, and then wait a turn before Ozruk can attack. In the mean time your opponent has plenty of time to say... play a taunt, keep a removal card ready, or just get out their own win conditions.
Since we're losing three card sets that hold keystone minions and spells in the upcoming standard rotation, we can't call this card the new meta, nor can we call it dead.
It's very expensive, and to play 3+ elementals on turn 8 (or 7 then Coin on turn 8) seems late and potentially useless if the deck isn't built to withstand aggro and draw out removal. Played wrong, this could lead to you sadly clicking concede as your 5/30 taunt evaporates during your opponent's next turn.
It's also a massive threat if played in a fatigue or control deck (unless facing Jade), because now you're spent the match clearing their board and drawing out their biggest, scariest removal, and turn 9+ comes around and you could drop a taunt with a 5/20+ body. If you play it wisely, this card could be an auto concede.
Unless the rest of this expansion feeds into a hyper aggro metagame, this could be a really fun and powerful card to run!
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
Rogue Cthun comeback if people start playing this.
I don't think it's hard getting this minion to a high health, but there are lots of single target removals out there, and t-9 is too slow against Aggro.
I can't imagine a situation where I'd play this card over Soggoth.
Kinda awful card TBH costs 9 mana for a big taunt.. it has the same flaws as soggoth not really good for stopping aggro (too late), useless against control (hard removal), and midrange would be probably the only one who this card is good against.. so if midrange is the to go playstyle (mainly jade druid) this card is good since druid lacks hard removal except mulch which rotates and naturalize which is bad and never run outside of the most tempo decks out there.
the effect is strong but it comes way too late and also requires setup..
The elemental mechanic is great, this card isn't though
if by some means this card becomes popular the black knight will be there to not let him pass