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 you just don’t know the deck it fits into. If you have such dilemmas, this article should clear them up.
This list is for the current and (hopefully) upcoming Standard metas. If you’re playing Wild, the list might be a bit different – some Legendaries see no play in Standard, but they might in Wild. Also, the list was created having the competitive gaming in mind – some of those Legendaries are perectly fine if you’re a new player with small collection or you’re playing off-meta decks for fun.
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. The safest approach is to NOT disenchant any cards, but if you’re going to do it anyway, I’ve figured out that this guide might help.
Other new/F2P players resources you might want to check out:
- Budget Hearthstone Decks for the Journey to Un’Goro Meta
- Hearthstone Crafting Guide for the Journey to Un’Goro Meta
Should You Disenchant Wild Cards?
It’s one of the most common questions I’m getting and it can’t be easily answered. I know some people who disenchant every single card that rotates into Wild. On the one hand, it means that they can keep up with the Standard rotations more easily and always have a lot of relevant decks. But at the same time, they’re completely shutting down the possibility of playing Wild in the future (because playing the mode only with Standard cards makes no sense). Right now it makes sense – there was no incentive to play Wild over Standard at all (besides playing with your old cards, but not everyone likes that). However, Blizzard has promised to give Wild more support and some actions were already taken – Wild Heroic Tavern Brawl and a Wild Tournament for the top 64 players made some people who have never played the mode enjoy it more.
But in the end, there is no universal answer for that question. If you feel that you will never play the Wild mode and you want to take that risk, by all means, go for it. But generally, I would advise against doing that, because you might regret it in the future. We still don’t know how the Wild mode will develop – I have played maybe 30 Wild games in total and the only Wild cards I’ve disenchanted were the Gold cards (I figured that in case I play Wild in the future, shiny cards are the last thing I will care about).
There is also an in-between option. You might leave only the most powerful Wild cards that will surely see play in the future and disenchant the rest of them. It will give you a lot of free Dust, while keeping your Wild collection somehow relevant. Sure, few years from now you might miss a card here and there (because even “bad” cards can become good with enough support) but there should be dozens of possible replacements and plenty of other decks you can play.
Legendaries That Can Be Safely Disenchanted
Below, I will go through every Legendary from every Standard 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 (somewhat powerful cards that don’t have a proper deck right now).
I will explain each of my choices, set by set, 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 – slow decks can get insane value with free spells and even Aggro can usually use some burn to kill it for free and gain tempo.
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 small AoEs, which are used in every meta. Also, since most of the “cheap” stuff are spells, not minions (e.g. Innervate, Preparation etc.), 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. Might see play in your first deck if you open it when you’ve just started playing, but it’s not a competitive card.
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.
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 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. Even the Common Naga Corsair outclasses it.
Hogger – It was a quite common Control card back in Classic, and it’s not THAT bad, but it just falls short in terms of power – there are better options for the Control decks. 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 to put Krush into your deck. 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 (not to mention that it sees almost no play because it’s too slow).