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).
Safe to Dust: Whispers of the Old Gods
Whispers of the Old Gods was a pretty balanced expansion. Most of the Legendaries were at least somewhat playable and we didn’t have a lot of “filler” ones that are clearly bad or meant to be fun rather than strong. There are still some Safe to Dust Legendaries, especially since latest expansion – Journey to Un’Goro – has introduced a more powerful (and non-Legendary) versions of some of them.
Shifter Zerus – Too random to be competitively viable. It can be anything, so if you’re incredibly lucky, you will get the best card you need every time. But on average, you get bad, random minions most of the time. It has to sit in your hand for multiple turns before you get something that’s strong, and often when you actually get something you want to play, you can’t do that, because you need to spend your mana on removals or life gain.
Nat, the Darkfisher – It’s a card with huge downside and the only thing you gain for it is +1 Health. You don’t want to give your opponent cards for free, unless you’re in a fatigue scenario against a Control deck (incredibly specific). And it’s not like 2/4 for 2 is something that will win you the game – these days, a vanilla 2/4 for 2 wouldn’t even be played by a lot of decks, because they have better options. It seems like a card meant to be played in Fatigue/Mill decks, but it’s not consistent enough in those kinds of decks because of the 50/50 rolls.
The Boogeymonster – This card is among the few absolutely worst Legendaries in the game. I really don’t get the point of it. Remember how I’ve said that Gruul is a safe disenchant? This is even safer. It starts as an 8 mana 6/7. Gruul starts as an 8 mana 7/7. Gruul always grows 2 per round, no matter if you kill something or not. This can grow UP TO 2 per round, but you need to kill a minion with it every turn. If you attack face, or it’s frozen, or for some reason you can’t kill a minion, it can’t grow. The only way to make it even remotely stronger than Gruul is giving it something like Windfury. So it’s almost a strictly worse Gruul, a card that is already a terrible Legendary.
Princess Huhuran – It wasn’t really clear before, but it is now. Not only Princess Huhuran has seen no play whatsoever (outside of the early Deathrattle Hunter experiments), Journey to Un’Goro has introduced a more powerful version of the card, which is… rare. The only thing Terrorscale Stalker does worse is the lack of Beast tag, but the 2 mana discount on the effect is still well worth it. At 5 mana it might be hard to combo Huhuran with a Deathrattle card right away, it’s much easier ot do so at 3 mana. And frankly, there is no room to run 2 copies of Stalker AND Huhuran on top of that.
Herald Volazj – This card could be powerful, but not in Priest. Priests rarely have big enough boards to make it work, and if they do, it would just spawn a bunch of 1/1’s most of the time, which aren’t exactly very useful in Priest. In theory you can combo it quite well with Deathrattle Priest, but in practice it’s still very unlikely to hit a board full of Deathrattles. And if you hit just a single card, no matter how strong it is, Mirage Caller from Journey to Un’Goro is better – it’s much more flexible at 3 mana and while you can’t copy more than 1 minion, it’s way easier to play a minion with strong effect and copy it immediately at 3 mana than at 6 mana.
Cho'Gall – Similarly to the last 2 cards, a new, more powerful version of the card was released – Bloodbloom. While yes, you don’t get the 7/7 body with the new spell, the fact that the effect is down-scaled to 2 mana is very important. It becomes much more flexible and gets more potential. For example, you can combo the new card with powerful AoEs like Twisting Nether or DOOM!, something you couldn’t do with Cho’gall. Basically, with the introduction of Bloodbloom, Cho’gall, which was already almost unplayable, became completely obsolete.
Anomalus – While a huge board wipe is nice, since it’s delayed, you give your opponent time to play around it. They get at least one extra round of face attacks before you can proc it. In theory it can double up as a big minion, but the problem is that you can’t play anything else while you have this on the board, or you risk it dying to Anomalus’ effect. The card is pretty bad and I’ve seen it maybe once or twice in the actual deck (not from random effects).
Hogger, Doom of Elwynn – It doesn’t do enough against slow decks, while it’s too slow as an anti-Aggro tech. First you need to pay 7 mana to get it out, and then it doesn’t spawn any Taunts immediately – you need to wait an extra turn and attack with it to get a single 2/2 Taunt. While it gets a lot of value in the long run, it can often be ignored by a faster deck and you will just get 2-3 small Taunts over the next few turns. Can be played in some decks that can activate it themselves (with some cheap AoEs for example), but other than that I don’t think it’s good.
Mukla, Tyrant of the Vale – While giving yourself 2 cheap spells has obvious synergies with some other cards (like Wild Pyromancer) or Gadgetzan Auctioneer) and it has seen brief play in some decks, it’s generally too slow. You pay 6 mana for a 5/5 body and if you want to count the Bananas too, it’s 8 mana for the whole package. The card is not that bad, it’s just very low tempo – but it might see some play in the future in the right deck.
Safe to Dust: One Night in Karazhan
One Night in Karazhan is the only adventure left in the Standard and since Blizzard doesn’t plan to release any more for now, it might be the last adventure we had. Karazhan was disliked for the amount of RNG it had, but it also gave us a few staple Legendaries that still see a lot of play. However, two of them weren’t and won’t likely be used in any competitive decks.
Prince Malchezaar – Prince Malchezaar is simply a fun card – it’s great for new players that want to play around with all the Legendaries they don’t own. But from the competitive perspective, the card is bad. Radom Legendaries dillute your deck – not every Legendary is powerful, you have a chance to get something strong, but you can also get Lorewalker Cho. It’s only useful in matches that go to fatigue, because you have 5 more cards in the deck. Even in a slow meta, only a small fraction of games actually get to fatigue. But in Un’Goro, almost every game is finished before hitting fatigue, thanks to the decks like Jade Druid or Taunt Warrior.
Moroes – While there was a slight chance that the card would see play thanks to Quest Rogue (which might be the PERFECT deck to run a card like that), it was cut out of the lists very quickly. The card is simply too slow, it has almost no initial impact. You need like 3-4 turns to get enough value in fast matchups, which is unnacceptable. And in the slow matchups, there is almost no chance that your opponent won’t have a way to answer it.
Safe to Dust: Mean Streets of Gadgetzan
Gadgetzan is the last expansion of the 2016 Standard year. While it has brought some staples like Patches the Pirate, a lot of the Legendaries quickly became either unplayable or rarely seen. Right now it has a lot of safe/probably safe disenchant options.
Sergeant Sally – It’s incredibly weak without any buffs and even with the buffs, it’s a bit inconsistent, because it’s a delayed AoE (and those are always easy to play around). Now that Power Overwhelming has rotated out of Standard, even the Sally + PO combo is no longer available.
Don Han'Cho – Leader of the Grimy Goons turned out to be worst of the 3. It has seen no play whatsoever since the release and it doesn’t seem like it will. The card would obviously be staple in handbuff decks, but those decks are simply unplayable, and so is this card.
Mayor Noggenfogger – A fun card and that’s it. Even if the effect is potentially powerful, almost no effect that doesn’t win you the game immediately is powerful on a 9 mana 5/4. Not only it is completely irrelevant against Aggro (because turn 9 is too late), but it’s also bad in slower matchups. Your opponent just won’t play any cards that can fail spectacularly when you have Noggenfogger on the board. If you play this on an empty board, opponent’s minions basically get the Ogre effect (they have 50/50 to hit it), so statistically he will die right away most of the time. And if he survives, since the effect is exactly mirrored, you will also have a hard time doing the things you want to do. He’s bad when you’re behind, he’s bad when you’re ahead, he’s never good. Strictly a fun card.
Krul the Unshackled – While the card might be good in the Wild, it’s now completely useless in Standard. Not only is the Highlander version of Warlock completely dead with Reno rotating out, the card didn’t have enough powerful Demons in Standard to support it in the first place. So if you play only Standard, it should be very high on your disenchant priority list.
Hobart Grapplehammer – +1 Attack on weapons isn’t enough to justify the weak, 2/2 body. Control Warrior doesn’t really need to play it, nor does it play enough weapons to justify it. And Pirate Warrior doesn’t want to play a 2 mana 2/2 – even if it does give them like 4 extra damage in the long run, the initial tempo loss is far more punishing than the potential gain. Still only “probably safe”, because it might have more synergy with some weapons released in the next expansions and if a weapon-heavy deck will exist, this card MIGHT get played.
Auctionmaster Beardo – While it has seen some play in Highlander Priest, because with Raza the Chained it didn’t cost anything to Hero Power a extra few times, I haven’t seen him in any decks in a while. But I won’t say ‘safe dust’, because replaying Hero Power few times in a single turn has has some combo potential and might be played in the future.
Genzo, the Shark – It’s clearly meant to be played in Aggro decks, but it’s just too slow and the effect doesn’t work often enough. Most of the time it’s a vanilla 5/4 for 4, to proc its effect not only you need to have less than 3 cards left in your hand (which isn’t always the case even when playing Aggro), but you also need to actually attack with it – so if it gets killed before you attack, you get nothing. It’s probably safe, because it’s sometimes used in Aggro Token Druid lists. The deck can Innervate it early and get rid of the hand really quickly, making this effect better. But it’s still not a staple card.
Wrathion – Most of the time it’s a 6 mana 4/5 Taunt that draws you a card. The Dragon theme is much more uncommon right now after the rotation (since most of the powerful Dragons are out of Standard) and it’s not consistent enough in the decks that run few Dragons. Most of the time it’s simply better to put some Beasts/Murlocs in your deck and play The Curator instead.
Madam Goya – So far the card has seen play in only a single deck list – a specific build of Control Shaman – and to be fair, the build wasn’t even better than the ones not running her. In case the build becomes popular again, I’m leaving Goya in the “probably safe” category, but I honestly think that the card is really terrible and you shouldn’t feel bad about disenchanting it.
Inkmaster Solia – With Reno gone out of Standard, it’s most likely not worth it to run the Highlander Mage build. I’ve seen some people try, so I’m not saying that you should get rid of it with 100% confidence, but it probably won’t see any play in Standard. Solia was never really necessary in Reno Mage and Kazakus alone is not enough to justify not running 2 copies of any card. The only Highlander deck that’s semi-viable right now is Priest with Raza the Chained.
Knuckles – I’ve seen it in the Un’Goro Midrange Hunter builds a few times (in Legend), so I can’t say that it’s a completely safe disenchant. However, the thing is that the Hunter’s 5-drop spot is pretty crowded and there is only place to run maybe 2 or 3 five mana cards. Which basically means that Knuckles doesn’t make the cut most of the time, but it’s definitely playable.
Safe to Dust: Journey to Un’Goro
Journey to Un’Goro is the latest expansion with the most Legendary cards to date. Naturally, when so many Legendaries are released, some of them turn out to be unplayable. Because it’s been only about a month since the release, I’ll be pretty conservative with thrdr choices – meta is still constantly changing and even the cards that seem weak might be playable later.
The Last Kaleidosaur – Absolutely the worst of the Quest cards. Not only do you need to play a pretty bad deck to complete it (Buff Paladin just doesn’t work well enough), but the reward is also not that exciting. While yes, if you hit the perfect Adapts it might win you the game, but the fact that it can be countered by so many things (like Deadly Shot, Brawl, Twisting Nether, often even Taunts) makes it average. Buff Paladin would need to get some really crazy support for this card to be playable.
The Voraxx – Similarly to Pyros, the card is just too slow and greedy. Let’s start with the fact that no viable deck runs enough buffs to justify playing Voraxx. But even if some did, you still need at least 8 mana to really get instant value out of it. You can’t drop it on the board and hope it survives, because it’s a vanilla 3/3. Right now I really don’t think that the card will see any play.
Ozruk – Some Elemental decks are good, especially for new players, mostly because they’re relatively cheap and easy to play. But Ozruk isn’t even part of those decks. By the time you get to 9 mana, your hand is rarely full of small Elementals you can play in a single turn. You’re constantly using those Elementals to proc other synergies. Ozruk is usually a 5/10 Taunt for 9 mana, so basically an overpriced Ancient of War (really overpriced). Sometimes it’s a 5/15, but it’s still not enough, because it can die to a single removal. Too expensive to be relevant against Aggro, doesn’t do much vs slow decks. Most of the time, you’d be better off by putting Soggoth the Slitherer in your deck instead.
The Marsh Queen – Another weak Quest. The deck built around it has some serious consistency problems – not only that you can’t guarantee finishing it on curve (because if you don’t, you pretty much skip turn 5), but the reward is… well, let’s just say that it’s very RNG. You should have around 50% chance to get one of the 1 mana Raptors and that’s just not enough. It’s great if you can chain them, but playing 2 in a row is only 25%, 3 in a row is 12.5%, and that’s already incredibly low. But you have the same chance of NOT drawing the raptor – since your deck is full of 1-drops, your late game turns often look like that: 1-drop + Hero Power + pass. You need perfect draws and then perfect RNG for the deck to work and that’s just not consistent enough.
Jungle Giants – The Quest is pretty hard to complete and the reward itself, while good, is not enough to justify running it. Theoretically you want to play it in a slow, Ramp Druid deck, but in such a deck you can’t afford to start with 1 less card – it’s 1 less chance to get your ramp card and that’s big. Ramp Druid is a semi-viable deck, but the competitive lists don’t even touch the Quest.
Lakkari Sacrifice – Discard Zoo is a pretty bad deck in the current meta. Quest Discard Zoo is not even a thing, because it’s way too hard to finish. You’re sacrificing 1 card + your first turn in a Zoo deck to get a reward that you won’t likely finish up until turn 7-8, and you won’t start getting enough value to justify it until like turn 10. It’s way, way too slow. Right now it’s 100% safe disenchant, but I put it in “probably safe”, because maybe we’ll get more synergies for the Quest in future expansions, because Blizzard seems to like the Discard theme of Warlock.
Pyros – The card is incredibly slow. While yes, it’s a lot of value packed into a single card, it’s a 2 mana 2/2, 6 mana 6/6 and 10 mana 10/10. That’s too slow in most of the Aggro or Midrange matchups. The upside is flexibility – having meh 2-drop is better than not having it at all, then having meh 6-drop is better than skipping the turn etc. In that way, the card can see play sometimes, but I still don’t think it’s too strong. Probably better in the Wild, where N’Zoth Mage can be built – in N’Zoth Mage Pyros gets TONS of value. It’s also an Elemental activator if Elemental Mage will ever get played. Not a great card, but can see some play.
That’s all folks, thanks for your attention. I think that I have listed most of the “safe disenchants” in each of the expansion – but if I have missed something, please let me know in the comments! If you’re not sure about one of your other Legendaries, also leave a comment and I’ll try to help the best I can.
If you have any questions about crafting, please ask and I’ll give my best to answer everything. And if you want to be up to date with my articles, you can follow me on Twitter.
Good luck on the ladder and until next time!