Hearthstone Legendaries You Can Safely Disenchant (Updated for Knights of the Frozen Throne!)

With a flash of orange and a shout from the Innkeeper, opening a Legendary card in a Hearthstone pack is certainly exciting. Unfortunately, most Legendary cards are not competitively viable. In many cases, you’d get more mileage out of the 400 dust than the card itself. This guide provides a list of Safe to Disenchant and Probably Safe to Disenchant Legendary cards for the current Standard meta. Used in conjunction with our Legendary Crafting Guide, you’ll be able to make the most of your resources in Hearthstone.

Wild Hearthstone Legendary Cards

Since the inception of the Wild format, Hearthstone players have been left with the difficult decision of whether to disenchant cards that rotate into Wild. While there is a smaller player base and less competitive play than Standard, Wild offers a lot of unique synergies with nostalgic cards.

The questions you must ask yourself in determining what to do with your Wild-specific collection are “How much value does the dust have to me now?” and “What is the likelihood I become infatuated with the format down the road?”. No one but you can decide what the “best” choice is in this case.

Hearthstone Card Pack Changes

Shortly before the release of Knights of the Frozen Throne, changes to Hearthstone pack openings have an impact on the decision not only of whether to disenchant Legendary cards but also when to disenchant. Because it is no longer possible to open a Legendary card that you already have in your collection, it makes sense to hold onto Legendaries for sets in which you are actively opening packs. While you won’t get the immediate dust from the card, it will save you the pain of opening that card in a later pack. This becomes more important as your collection within a particular set grows and fewer Legendary cards become possible to open.

Hearthstone Card Sets

Disenchanting Legendary cards is inherently risky. You’re gaining 400 dust for a card that costs 1600 dust down the line. This results in a net loss of 1200 dust should you decide to craft a previously disenchanted Legendary down the line. While no one can predict how much support a particular card will get in future sets, by considering the set of the card in question you can mitigate some of the risks.

With this in mind, it is recommended that you’re more conservative with your decision to disenchant Legendary cards from the current year and, more specifically, the most recent set. Soon after an expansion release, Arcane dust becomes precious as players look to craft new decks. However, the meta takes time to settle and what may seem like a safe disenchant two weeks after release may be a sleeper card that is found to be quite potent later in the set’s life.

Safe to Disenchant Legendary Cards

Hearthstone Legendary Crafting Guide Table of Contents

This guide breaks down Legendary Cards for each set into Safe to Disenchant and Probably Safe to Disenchant. Safe to Disenchant Legendary Cards can be confidently converted to dust as they are unlikely to see play in the current meta, nor are support cards likely to make them any more playable. Probably Safe to Disenchant Legendary Cards do not see play at the moment, but an expansion bring them more support may propel these cards into viability in the future. All of the cards in this list are currently played in less than 1% of decks, according to data from HSReplay.net.

Disclaimer

Finally, it’s worth restating that no one can accurately predict the long-term viability of Legendary cards. In the past, we’ve seen Legendary cards go from unplayable to meta-breakers with just a little more support. This guide uses the information we have available to us now to make educated recommendations for disenchanting cards. In the end, however, it’s the responsibility of the player to decide to dust or keep any of the cards listed.

Classic Set

The Hearthstone Classic Set is the core set in the game. Introduced with the game’s release, the set still has many of the game’s strongest Legendary cards. Due to their unrestricted duration in the Standard format, Classic Set Legendary cards are more likely to remain playable than those released with expansions so some additional restraint can be exhibited when disenchanting Classic Set cards.

The Classic Set has a higher density of Legendary cards than other sets. It’s no surprise, then, that there are quite a few Safe to Disenchant Legendary Cards in the set. A little more caution can be given to Legendary cards in the Classic set because they will be apart of the Standard format for a long time to come and Tavern Brawls continue to award Classic packs

Safe to Disenchant Legendary Cards

Gruul – On paper, Gruul seems like he’d be powerful. However, when you invest eight mana into a single minion, you want more of an immediate effect than this card provides. Gruul is largely a victim of other, more powerful options being available.

King Krush – The only Class Legendary in the Classic set to make the list, King Krush has proven time and time again to be too slow. Charge is undoubtedly a powerful mechanic, but paying nine mana for eight damage is rarely worth the cost.

Lorewalker Cho – While he’s a top-performer in the meme meta, Lorewalker Cho is infrequently a card you want to play in your deck. Even in a minion-heavy deck where the downside is unlikely to affect you a 0/4 body doesn’t offer much.

Illidan Stormrage – Illidan is, unfortunately, not prepared for opposing minions or spells. The weak stat line of both the Flame of Azzinoths and Illidan himself are too easily removed by opponents to be a viable threat.

Millhouse Manastorm – Everyone’s favorite gnome provides a great body for two mana, but the drawback is far too punishing for Millhouse to see competitive play.

Nat Pagle – Nat Pagle is a prime example of why micro-changes are not possible in Hearthstone. Before a small change, Page was present in nearly every single Hearthstone deck. As soon as his text was changed from “At the end of your turn,” to “At the start of your turn,” the jolly fisherman immediately disappeared.

Nozdormu – The concept of punishing slow-playing opponents is certainly tempting, but it comes at too much of a cost with Nozdormu. On turn nine, you really want to get more stats in play than this dragon provides. Quick-thinking Hearthstone players would be better served holding out for a speed game mode than holding on to Nozdormu.

The Beast – Paying six mana for a 9/7 doesn’t sound all that bad. Giving your opponent a free minion, however, is usually not a good idea. In addition to the drawback of the Deathrattle, the somewhat fragile nature of The Beast makes it easily managed by opponents.

Probably Safe to Disenchant Legendary Cards

Cenarius – The patron god of all Druids makes this list not because he’s a weak card, but due to the numerous strong options available to the Druid class. Even before the class exploded in popularity during Knights of the Frozen Throne, Druid had better win conditions to ramp into.

King Mukla – A three mana 5/5 means you’re gaining three extra stats. However, Mukla’s drawback effectively gives four stats back to the opponent allowing them to dictate efficient trades. This downside makes it hard for the gorilla to find a home in even the most aggressive decks.

Onyxia – The daughter of Deathwing has had her moments in competitive play, but has never quite been a mainstay. Even when included in certain decks, she’s frequently easily replaced by more potent options.

Hogger – Hogger offers a unique means of stalling a single, large opposing minion, but his stat line makes him easy to deal with. The gnoll is further weakened by the uptick in token strategies that can easily get past the weaker members of his pack.

Tinkmaster Overspark – Another victim of small changes, Tinkmaster was another ubiquitous choice in early Hearthstone. These days, the inconsistency of both the transform result and the target makes this gnome far less powerful than he once was.

Year of the Kraken (2016 Sets)

The Year of the Kraken consists of Whispers of the Old Gods, One Night in Karazhan, and Mean Streets of Gadgetzan expansions. All three sets will rotate out of the Standard format with the release of the first expansion in 2018.

Whispers of the Old Gods

Safe to Disenchant Legendary Cards

Anomalus – Whispers of the Old Gods had some pretty abysmal class Legendaries. At the top of the list is Anomalus which, can devastate an entire board (yours included) if you somehow manage to kill it off. Unfortunately, Jaina has numerous board clears and doesn’t want to waste burn spells on her own minions. 

Cho'Gall – Cho’gall proved to be the gateway card to Bloodbloom. Unfortunately for the ogre, waiting until turn seven to accelerate out a spell just isn’t fast enough, even with a 7/7 body attached.

Herald Volazj – Copying minions offers some exciting combo potential. Paying six mana to do so means you aren’t able to do much else with your turn, severely limiting your options. Herald is another case of a great concept, but weak implementation.

Hogger, Doom of Elwynn – New Hogger suffers from the same problem as Old Hogger: a great ability, but poor stats to mana cost ration. The second iteration of Hogger is even less likely to see play than the first.

Mukla, Tyrant of the Vale – New Mukla suffers from the exact opposite problem as Old Mukla. Here, you get too few stats in play initially and the upside doesn’t quite make up for the loss in tempo.

Nat, the Darkfisher – Giving your opponents cards is never a good idea. With Evil Nat, all you get in return is an extra stat. If you happen to reel in this card from a pack, you probably want to throw it back.

Princess Huhuran – Most Arena players would gladly snag a 5 mana 6/5 with some potential upside. In constructed play, however, Hunter doesn’t have many on-curve Deathrattle minions that are going to stick around long enough to get value out of Huhuran’s Battlecry.

Shifter Zerus – A card that birthed a Tavern Brawl, Shifter Zerus can be a lot of fun, but in a competitive environment, you’d rather have the consistency of knowing what is in your deck (or in this case, hand).

The Boogeymonster – Another big body that grows over time, The Boogeymonster suffers a similar fate to Gruul. The problem lies in the fact that not only do you have to invest mana in the card, but also time. Unfortunately, the latter resource is quite precious in Hearthstone leaving The Boogeymonster as a safe disenchant.

Probably Safe to Disenchant Legendary Cards

Twin Emperor Vek'lor – While C'Thun decks were dominant for a time, their popularity has waned more recently. As a result, supporting cards (Twin Emperor included) suffer from the Old God’s reduced viability.

Xaril, Poisoned Mind – Xaril isn’t a bad card, but Rogue currently has a few better options at the four mana slot. The low stats make it hard to believe Xaril will see much play before rotating out of Standard.

Soggoth the Slitherer – Soggoth provides a big body that’s difficult to remove, but isn’t quite worth his mana cost when you consider some of the other options at eight or more mana.

Deathwing, Dragonlord – The second iteration of Deathwing saw some play in EZ Big EZ Druid for awhile, but isn’t viable outside of that somewhat niche deck. If you don’t have the numerous other Legendaries, you might consider disenchanting the Dragonlord.

One Night in Karazhan

Safe to Disenchant Legendary Cards

Prince Malchezaar – You might have noticed that the current guide is quite a bit longer than it’s Legendary Crafting Guide counterpart. This is because there are substantially more bad Legendary cards than there are good ones. Conceptually, there’s nothing wrong with this but you don’t want to dilute your deck with bad cards at the start of the game.

Moroes – Token generation was at peak popularity in Journey to Un’Goro and Moroes still hardly saw any play. Even with stealth, the helpful butler is too fragile to withstand even the slightest AoE damage.

Mean Streets of Gadgetzan

Safe to Disenchant Legendary Cards

Don Han'Cho – The handbuff mechanic has never quite made it to competitive viability. It should be no surprise, then, that the gang boss of the Goons has never seen play. 

Hobart Grapplehammer – Hobart’s ability to mass Upgrade! weapons resulted in some early play after release, but his poor stat-line and slow speed make him a bit of a liability in the decks that want to take advantage of his effect.

Knuckles – Another disappointment to Hunter players, Knuckles introduced an interesting mechanic, but didn’t quite offer enough to find his way into decks.

Madam Goya – Goya is another card that saw some play at times, but Goya Shaman wasn’t quite as powerful as it was fun. These days, she may be better served as a pile of dust (R.I.P.).

Mayor Noggenfogger – The ultimate meme machine, Noggenfogger creates chaos when he finds his way into play. Even the most dedicated Hearthstone anarchists, however, can’t be bothered to pay nine mana for this kind of disruption.

Sergeant Sally – It’s a tough job patrolling the Mean Streets of Gadgetzan. Unfortunately, Sally wasn’t quite up to the task. Most decks that are able to improve her stats enough to make a difference really don’t want to damage their own board.

Wrathion – Players regularly give up stats on minions in exchange for drawing cards, so many had high hopes for Wrathion. However, he sacrifices a few too many numbers for the sake of (most often) drawing only a single card.

Probably Safe to Disenchant Legendary Cards

Inkmaster Solia – Even when Reno Jackson was available in the Standard format, Solia didn’t offer enough to be mandatory in Highlander Mage decks. Now, with Reno out of the format, the deck is dramatically weakened and Solia’s power level is further diminished.

Krul the Unshackled – Similarly, Krul never quite found his way into Reno Warlock lists and the Highlander restriction makes it unlikely that Krul will be played in competitive Standard decks before he is banished to Wild.

Auctionmaster Beardo – Beardo has some interesting Exodia potential with Uther of the Ebon Blade but, in most cases, he has proven to be little more than an expensive Spider Tank.

Year of the Mammoth (2017 Sets)

The Year of the Mammoth consists of Journey to Un’Goro, Knights of the Frozen Throne, and a yet to be released expansion. All three sets will rotate out of the Standard format with the release of the first expansion in 2019.

Journey to Un’goro

Safe to Disenchant Legendary Cards

Clutchmother Zavas – The Discard mechanic has gotten some support recently, but still fails to make it into the competitive scene. In Discard decks, Clutchmother provides a potential safety net discard, but probably isn’t worth a spot in your deck. 

Lakkari Sacrifice – Early on, many players made the mistake of shoving the Warlock quest into Discard Zoo. The inevitability the reward provides belongs in slower decks, however. While the card is unlikely to see competitively play, it is one that could get enough support in the future to make it viable.

Jungle Giants – Malfuion is exceptional at accelerating large minions into play. He’s so good, in fact, that it makes Jungle Giants a bit less consistent than simply ramping into ten mana as quickly as possible. Free minions are great, but you only get to draw (and therefore play) one minion each turn after the quest is complete.

Ozruk – Chaining Elemental synergies has seen some play in a few classes from time to time, but all elemental decks have one thing in common: they exclude Ozruk. Typically, Elemental decks want to play minions on curve turn after turn. This strategy is effective, but often leaves too few cards in hand by turn nine to make Ozruk a substantial threat (or even road block).

The Last Kaleidosaur – If Galvadon is any indication of the strength of the Kaleidosaur, it’s no surprise they died off. Adapting five times is fun, but dumping your entire win condition in a single minion is a recipe for disappointment when the removal inevitably hits.

The Marsh Queen – Infamously predicted to be a game breaker, the Hunter quest never had a chance at living up to expectations. A critical problem with the quest mechanic is that you have to give up your turn one. This quest, in particular, feels the effects of this since decks that use it are chock-full of one drops.

The Voraxx – Yet another victim of the pace of Hearthstone. A 3/3 on turn 4 is easily removed and most buffs that warrant duplicating cost a significant chunk of mana. As a result, The Voraxx is consistently sidelined, even in decks than run enough buff spells to consider the plant.

Tyrantus – A giant minion that cannot be targeted with removal spells, Tyrantus is certainly an appealing option. Usually when you spend over eight mana on a single card, however, you want something more than a pile of stats.

Probably Safe to Disenchant Legendary Cards

Awaken the Makers – Healing to full life (or beyond, in this case) can end the game on the spot. That said, giving up a card in your opening hand is a huge commitment. Like many other quests, this makes Awaken the Makers a fairly safe card to disenchant.

Hemet, Jungle Hunter – It’s been mentioned a few times how bad it is to dilute your deck, so certainly thinning it must be good, right? Well.. sort of. Hemet, Jungle Hunter has some potential but hasn’t quite found a consistent strategy to make his way into. Too often there are low mana cards in your deck that you don’t want to blow up.

King Mosh – Control Warrior has a wealth of removal options which makes King Mosh a spectator in most lists. At nine mana, Warrior usually has already either lost or gained control over the board. If the latter is true, the deck really wants to begin working towards its win conditions.

Unite the MurlocsMegafin solves one weakness of Murloc Shaman (running out of steam), like Hunter, the deck doesn’t want to effectively pass on turn one.

Spiritsinger Umbra – Speed. You’ve probably read this enough times by now to not want to hear it again, but it’s the case once more. Umbra is too slow to be effective in competitive Hearthstone and relies too heavily on your opponent ignoring an easily managed stat line.

Swamp King Dred – Dred can make turns seriously uncomfortable for your opponent, but the current state of Hunter makes it hard to dedicate a spot to the large dino. Hunter mains may want to keep him around, but others may consider dusting the beast.

The Caverns Below – The quest card everyone loves to hate. In the end, the community won out and The Caverns Below was nerfed out of viability for a time. In slower metas, however, The Caverns Below still has some potential if it can dodge aggro match ups.

Knights of the Frozen Throne

Safe to Disenchant Legendary Cards

Archbishop Benedictus – Most decks are built with a specific win condition in mind. Copying your opponent’s deck, which may or may not have a similar goal to yours, usually does little more than dilute your deck and worsen your upcoming draws.  

Hadronox – Hadronox has two major flaws: a lack of immediate effect and weak stats of most taunt minions in Druid. With a Battlecry, the card may be overpowered but having to wait for death minions Hadronox may never get to resurrect anything. Couple that with the 1/5 stat line now ubiquitous in Druid Taunt minions and Hadronox is hard to squeeze into a deck.

Moorabi – The Freeze mechanic received just enough cards to pique interest, but not quite enough to result in a new archetype. Even then, a 4/4 for six mana needs to generate a lot of cards to warrant play.

Probably Safe to Disenchant Legendary Cards

Blood-Queen Lana'thel – Unlike Clutchmother, Blood-Queen fits into the slower deck that Quest Warlock wants to become. She’s still not a great card at present, but has some potential due to the immense power of Lifesteal in Warlock.

Lilian Voss – A four mana 4/5 is never bad, but as with Xaril, Rogue has better options at this spot in the curve. More importantly, Rogue usually wants to keep their own low-cost spells to pair with Gadgetzan Auctioneer.

Prince Taldaram – Yet another card with some combo potential, but the restrictive nature of building a deck without three drops makes it hard to rationalize Taldaram. Decks that might be able to put the prince to good use rely too heavily on three cost spells for this card to find a spot. That said, when the card pool is reduced, players might be more able to justify a deck without three drops.

Professor Putricide – Professor Putricide may find a good home in a slower Hunter build some day, but Control Hunter always seems to come up a little short. With the new Rexxar Death Knight, there is some hope for the future, though.

Rotface – Tempo Warrior, the deck most likely to find space for Rotface, remains just on the outside of the current meta. In the future, the ugly monster could find his way into competitive decks, but at the moment, this seems unlikely.

Sindragosa – Once again, most Legendaries are not great cards. Worse yet, the Deathrattle makes for slow turns if you have to ping off the Frozen Champions yourself. Sindragosa is an impressive value generator, but the decks that the dragon fits into typically have more than enough value to finish the game.

About the Author

A card game veteran, Roffle has been infatuated with Hearthstone since closed beta. These days, he spends most of his time tinkering with decks on ladder or earning gold in Arena (f2p btw). In particular, Roffle has a wealth of experience in competitive Wild Hearthstone, including a top 16 finish in the inaugural Wild Open Tournament and numerous high end of season finishes since the format’s inception. Follow him on Twitter or check out some of his articles on Roffle.net.

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