Opening a Legendary that is not commonly played feels really bad. You don’t really know what to do with it. On the one hand, it’s 400 Arcane Dust you can get right away. On the other, that Legendary might not be THAT bad… maybe it’s going to see play in the future. Maybe I just don’t know the deck it fits into. If you have such dilemmas, this article should be perfect for you.
Disclaimer: No one is able to predict the card’s viability with 100% accuracy, maybe the worst Legendary in the game will have a good deck to play it in eventually. I’m basing it on the current and previous metas, as well as my experience, but without knowing cards that will be released in the future, there is no such thing as certainty here.
Editor’s Note: There seems to be a bit of confusion about this list. This list is for the Standard meta! If you play Wild or plan to play Wild then some of the Legendaries that are rotating out can be kept.
Other new/F2P players resources you might want to check out:
Legendaries That Can Be Safely Disenchanted
Below, I will go through every Legendary from every expansion that is heavily under-performing. Legendaries that either were never played competitively, or has seen only brief play in some non-meta decks. I’m going to divide them into two categories:
- Safe Disenchants – Cards that are very bad and will not likely be viable in any deck.
- Probably Safe Disenchants – Cards that are/might be viable in some weak, non-meta decks, or viable Legendaries that have stronger options. Also potential candidates to be viable in the future (strong cards that don’t have a proper deck right now).
I will explain each of my choices, set by set (including adventures), so if you’re not sure about one of your cards, just scroll down there and see it for yourself.
Safe to Dust: Classic Set
Classic Set has more Legendaries than any other set, and so there will also be more Legendaries that are safe disenchants. Surprisingly, the majority of Classic Legendaries are either great or at least viable. There are, however, some that clearly fall behind in terms of power.
Lorewalker Cho – Mostly a “fun” card, used in friendly matches to test different interactions, but completely useless on the ladder. It gets no value whatsoever 90% of the time.
Millhouse Manastorm – It would be great if there ever was a no-spell meta. Which is probably never going to happen. Right now playing this is like asking to lose the game.
Nat Pagle – It used to be a very common Legend, then it was nerfed back in the Beta. It used to draw at the end of your turn instead of the start. I think that it could be reverted back to the way it was and it still wouldn’t be played right now. 0/4 with no immediate value and the upside (when it survives) only works 50% of the time.
Illidan Stormrage – 7/5 is a bad stat distribution, the effect isn’t powerful enough for a 6 mana card, as it requires you to either combo it with some stuff immediately or Illidan to survive a turn. 2/1’s it summons are also vulnerable to multiple AoE that are run in every meta. Also, since most of the “cheap” stuff are spells, not minions (e.g. Innervate, Preparation), Violet Teacher does a similar job without being Legendary (so you can run 2) and costing 4 mana instead of 6.
The Beast – Just a pile of stats… with a downside. Sure, 9/7 for 6 is good – but in reality all you’re gaining is the attack. Boulderfist Ogre, a card that is only played in the most basic decks, has the same amount of health, which is what often matters. And when it dies, you actually give your opponent a 3/3 minion – not a great deal.
Gruul – Like The Beast, just a pile of stats. A little bit better, because it grows and has no downside, but on the other hand it costs 8 mana. You expect your 8 mana Legendaries to do something immediately or have other upsides, with Gruul you get a huge body and that’s it. Not to mention that it starts as an 8/8 on the opponent’s turn, so if he takes it down immediately (which is very likely), you’ve just played a vanilla 8/8 for 8.
Nozdormu – The effect depends not on the meta, game state or whatever, but on whether your opponent alt + tabs the game during your turns. The effect is mirrored, and only works well when your opponent is completely not prepared (like he has a difficult turn ahead of him). As soon as Nozdormu is removed, the turn timer is restored to normal. Oh, and if your opponent thinks and plays pretty fast, Noz is just a vanilla 8/8 for 9 mana, really terrible.
King Mukla – Sometimes played in Aggro decks, recently someone (can’t remember who, sorry) hit high Legend with Pirate Warrior using King Mukla. But it’s still very rare to see it and I don’t remember it being really necessary in any deck.
Tinkmaster Overspark – It was a tech card against C'Thun for a brief time after WoG, but as soon as C’Thun decks disappeared, it also did. Even when C’Thun was in its prime, it was never necessary to play it. So while it might be back as a tech card sometimes, I don’t think that (due to its random nature) it will ever be a common meta card.
Captain Greenskin – Used in some slower Pirate decks from time to time. But generally it’s a bit too slow – 5 mana 5/4 are very weak stats for an aggressive minion (Pirate decks are inherently aggressive) and you don’t always happen to have a good weapon to buff. Compare it to let’s say Warrior’s Bloodsail Cultist and you’ll understand why it’s pretty bad
Hogger – It was a quite common Control card back in Classic, and it’s not THAT bad, but it falls short in terms of power. I wouldn’t say it’s an instant disenchant, as you can still make some use of it, especially if you’re a newer player, but it might never be played in real meta decks.
King Krush – The only Classic class Legendary that has seen no play whatsoever. I don’t think that it’s the worst Legendary in the game, but it’s definitely quite questionable. Right now, even the nerfed (to 9 mana) Call of the Wild is still most likely stronger than King Krush and it’s not even Legendary. Maybe after it rotates out, King Krush will see some play, but I honestly doubt it.