Hearthstone Legendaries You Can Safely Disenchant

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. InnervatePreparation), 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.

Probably Safe

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.

Safe to Dust: The Grand Tournament

In terms of general power, The Grand Tournament was really low compared to the other sets. Only a few Legendaries are still played, or even are remotely viable. There are a lot of cards you can disenchant right away without looking back. There are, however, even more of the cards that are on the verge of being viable and in the end, the choice is up to you. Also, remember that TGT rotates out relatively soon, so if you don’t want to play any of those cards in the next few months, you can safely disenchant all of them, because future metas won’t affect their viability in Standard.


Bolf Ramshield – It’s probably the only “spell Taunt” we have in the game, in a way that it protects your face from spells once you play it. But it’s terrible against minions – instead of trading, your opponent can go face and it will get killed for free. And in the end, you’ve played a very expensive (6 mana), Legendary ~9 points of healing. While it can serve as a tech card against spell OTK decks, it’s way too situational for it to be useful. I don’t think that such a deck will become popular until it rotates out in a few months, so it’s a safe disenchant.

The Skeleton Knight – Even though in theory it can work really well in long resource battles, in practice the joust mechanic makes it unplayable. In fast decks, where you’re more likely to win a joust, you don’t even want to play it once, not to mention replaying it – it’s way too slow. You can be playing 6 mana vanilla 7/4’s all day and your opponent will be happy. On the other hand, in Control matchups, where it might be pretty useful, you’re much less likely to win a joust (if you assume that both decks have a similar curve, it’s less than 50%, because draw = loss). So even in a very slow meta it would be too inconsistent to play.

Icehowl – I think it has seen brief play in Ramp Druid after TGT, but… that’s it. It’s like a huge removal, but it costing 9 mana means that it’s way too slow against fast decks. A lot of the games don’t even last until turn 9, and if you’re playing a deck that you want Icehowl in, by turn 9 you probably have board control anyway. Then in the slow matchups, well, there are just better options. Not being able to attack face is also a big deal – you expect your big Legendary to either get you a lot of value or put on a lot of pressure, Icehowl gets okay value, but it doesn’t put on any real pressure.

Acidmaw – 7 mana 4/2… First, to make it useful you need to play a Control Hunter deck, which is already bad idea – Hunter is not a Control class. Then, you need to combo it with something to even get the value – most likely with Dreadscale or Unleash the Hounds. So, let’s say you combo it with Unleash – it’s a 10 mana, 2 card board clear for Hunter, which leaves a 4/2 on the board… Well… It’s definitely not Wild PyromancerEquality, it’s actually terrible, one of the most expensive board wipes in the game. And if you don’t get the combo, it’s a completely dead card – you can’t really play 7 mana 4/2 and expect to win.

Eadric the Pure – It has seen some brief play in Control Paladin, but overall it’s pretty bad. Paladins have a great way to wipe the board (mentioned above) and it’s usually better to clear big boards instead of making them weaker. It doesn’t negate the card effects, it’s not that impactful against board flood decks, because they have a lot of low attack minions anyway, and slower decks won’t likely have multiple minions on the board at the same time. Not to mention that Paladin is in a terrible state right now and this card will probably not see any play until it rotates out.

The Mistcaller – It’s a cool card, but it’s way too slow. You pay 6 mana for a 4/4 that does nothing immediately and only starts getting value after you play like 3 or 4 more minions. It was too slow even in a pretty slow WoG meta, it’s WAY too slow right now with all the Pirates and it rotates out soon.

Wilfred Fizzlebang – One of the worst Legendaries in the game, effect is rather weak on average (you’re more likely to hit a lower cost card than something huge) and it costs 8 mana in total (Wilfred + Life Tap). You can’t expect it to stay on the board for more than a single turn, so you need to hit something like a 6+ mana card with the first tap to make up for the card’s mana cost in the first place. I admit that hitting Jaraxxus is nice, but since it’s only one card, that’s very unlikely.

Probably Safe

Eydis DarkbaneFjola Lightbane – The duo, which is in a weird spot. On the one hand, the cards are pretty powerful, but on the other, there is no deck that they fit into. They’ve seen some play in Aggro Paladin (especially Eydis) and Midrange Druid (especially Fjola) as far as I remember, but they were never really meta picks. The problem is that no deck runs enough cheap buffs to take advantage of their effects.

Gormok the Impaler – Has seen some play in the classic, non-Discard Zoo, but was cut after some time. The card has its moments, but it’s pretty hard to set up without Imp-losion in Standard and with all those cheap AoEs. Dark Iron Dwarf is a comparable choice in Zoo (the only deck that really played it) and it’s common, not Legendary, so you can craft 10 of them for a single Gormok.

Dreadscale – The better counterpart of Acidmaw, but still pretty bad. I put it in here, because right now it might actually be the best time to play it before it rotates out – with all the Pirates, 1 damage AoE pretty early might be great. However, overall it doesn’t fit Hunter’s play style too much, as the Hunter is often the deck that wants to play small minions. Not to mention that Hunter is in a terrible spot right now.

Anub'arak – Incredibly powerful in Control matchups, in the long resource battles (as long as it doesn’t get stolen by Sylvanas), has seen some play in the Deathrattle Rogue, but it was never really that good. Terrible against Aggro + now that you can 2x Journey Below, you have quite a high chance to Discover it in the matchups you need. Not to mention that Deathrattle Rogue was never really an amazing deck, but if you want to have some fun with the non-meta Rogue deck in casual, you MIGHT want to include this card (I mean, it can be pretty fun to play in some matchups).

Safe to Dust: Whispers of the Old Gods

When it comes to an expansion’s power level, Whispers of the Old Gods was one of the better expansions. We had a lot of strong, viable Legendaries, which were balanced and not overpowered – maybe besides pre-nerf Yogg, I really liked WoG. However, it can’t always be perfect and there are still some Legendaries that are bad (or “fun”) or just don’t fit any decks right now.


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 9 out of 10 turns. It has to sit in your hand for multiple turns before you get something that’s strong, and often when you actually get something strong, you can’t play it, because you need to spend your mana on removals or healing or whatever.

Nat, the Darkfisher – A huge downside, 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 the decks, because they have better options.

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 whatever, it can’t grow. The only way to make it grow more is to make some weird shenanigans like giving it Windfury. So it’s almost a strictly worse Gruul, card that is already a terrible Legendary.

Anomalus – While a huge board wipe is nice, since it’s delayed, you give your opponent time to play around it. He gets 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).

Probably Safe

Mukla, Tyrant of the Vale – While giving yourself 2 cheap spells has obvious synergies with some decks & cards, like Tempo Mage (Flamewaker), Control Priest (Wild Pyromancer) or Miracle Rogue (many different cards, e.g. Gadgetzan AuctioneerQuesting Adventurer) and it has seen brief play in some of them, 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. This meta is definitely too fast, but it MIGHT be played in the future.

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.

Yogg-Saron, Hope's End – The card was in a lot of meta decks before the nerf, it was really too strong and definitely too random. Few months after the nerf and I have seen maybe 2 or 3 Yoggs in total on the Gadgetzan ladder. Not only did the card became much weaker with the nerf, but the meta isn’t good for it. It still has some potential, so I can’t call it a safe dust, but it might never see more competitive play.

Princess Huhuran – Even though Hunters run quite a lot of solid Deathrattle targets, this card is just a little hard to set up and slightly redundant. If you’re in a scenario where you get to stick let’s say a Savannah Highmane to the board and it’s not answered, you should be in a good spot anyway. And if you’re behind, you can’t really use its ability too well – maybe with Kindly Grandmother to get an extra 3/2. It’s a win more card and it’s not really necessary in Hunter. But I can’t call it a safe disenchant, because it’s still not a bad card.

Herald Volazj – This card could be insane, but not in Priest. Priests rarely have big enough boards to make it work, and if they do (like let’s say Dragon Priest), it would just spawn a bunch of 1/1’s, as those cards rarely have some strong effects. In theory you can combo it quite well in Deathrattle Priest, but in practice it’s still pretty situational.

Cho'Gall – Effect is quite powerful, but Warlock doesn’t have enough strong, high mana cost cards to support it. It combos only with maybe 3-4 spells commonly played in Warlock and it’s almost never insane. It’s often just a War Golem. Paying health for spells is also great in a slower meta, but right now, it’s a dead card against all of the Aggro decks. But it might see some play if Warlock gets spells that work well with it next expansion.

Safe to Dust: Mean Streets of Gadgetzan

Gadgetzan is the most recent expansion, and we’re just about 1.5 months in, so it’s still hard to judge the power level of some Legendaries. I’ve tried to be pretty conservative with the choices this time around, for example I didn’t pick Don Han'Cho as a safe disenchant, because the card itself is pretty strong, it’s just the meta that it doesn’t fit into (that, plus both Hunter and Paladin being in terrible spot and most Warriors playing hyper-Aggro).


Madam Goya – Terrible, terrible card. Not only do you need to build a very specific deck around her, one that plays both small and big minions (small so you can switch it and big so you can pull it out), but it needs to hit perfect RNG to be useful. Sure, switching a 1/1 for Rag is great, but it will happen 1 in 10 games. Most of the time it’s either a dead card or you will pull out something small/Battlecry minion etc. Probably the worst Legendary of the expansion.

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 is it completely irrelevant against Aggro, but in slower matchups it’s also bad. Your opponent just won’t play any stuff that can fail. 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 often die right away. 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.

Probably Safe

Auctionmaster Beardo – While it has seen some play in Reno Priest early, because with Raza the Chained it didn’t cost anything to Hero Power a extra few times. It hasn’t been included in any recent lists and is more of a cheese strategy anyway. He’s not necessary in any deck, including the only deck he was ever really played. But I won’t say ‘safe dust’, because the effect has some combo potential and might be played in the future.

Sergeant Sally – I’m still not sure whether she’s not played because she’s weak or she’s not played because the hand-buff effect turned out to be pretty bad. Either way, the card is unplayable without hand-buffs and hand-buffs are bad, so this card is also bad.

Genzo, the Shark – I thought that this card had some potential, but in the end it turned out to be too slow and situational. It doesn’t draw immediately (like the good old Jeeves did) and if you have 3+ cards (which happens), even if you manage to hit with it, it’s a vanilla 5/4 for 4. Then, in the Aggro mirrors, the effect might actually be a downside, not an upside.

Wrathion – I also had high hopes for this card, but it turned out to not be good enough. Even the most dedicated Dragon deck – Dragon Priest – runs only 10 or less Dragons right now. Most of the lists have been trying to cut as many Dragon as possible, because cards that interact with Dragons are actually stronger than the Dragons themselves. Most of the time, it’s just a 4/5 Taunt for 6 that draws you a single card. Slightly worse than Azure Drake, so you really don’t want to play it. It has a slight chance to draw 2 (probably around 1/3) and very slim chance to draw 3 (around 1/10?) but that’s not consistent enough. And if you happen to run any Murlocs or Beasts in your deck (like Dragon Warrior does, for example), The Curator is a better version of this card.

Knuckles – Once again, I’m not putting it into the safe disenchants, because I’m not sure if the card is bad or it’s just the state of the Hunter that makes it bad. Right now I’d say that you can safely disenchant it, as it’s not played in any deck, and it pretty much only fits the Midrange buff Hunter play style, which is rather bad.

Krul the Unshackled – Great card if you play RenoLock in the Wild, pretty bad in Standard. Current RenoLock lists are very low on Demons and there aren’t actually too many Demons you can add. Doomguard, and that’s probably it unless you want to play the terrible ones. Doomguard is also often a dead card until you play Krul, because you will never be out of cards and discarding 2 is a big downside. If you had cards like Voidcaller and Mal'Ganis (which you do in Wild), it would be very strong. It’s not a 100% safe disenchant, because it will stay in Standard for the next year, and Warlock might get some strong Demons until it rotates out, it’s very possible. But if you don’t want to wait, right now it’s trash in Standard and you can dust it.

Safe to Dust: Adventures

I’ll lump the adventures together, because they only have 5 Legendaries each. In general, the power level of adventure Legendaries is quite alright – most of them are viable in some decks. And that’s fair – impact of 4 bad Legendaries in a whole expansion would be almost nonexistent, but the impact of 4 bad Legendaries in an adventure… However, there are still some which are either clearly terrible or just not too powerful.


Rend Blackhand – Effects that have 2 requirements on top of the body that can’t be played without the effect proccing is… weak. Not only do you need to have a Dragon in your hand, but you can only target a Legendary minion. I mean, I could see some merit in playing it in Dragon Priest, but Shadow Word: Death is just better most of the time, because it’s more flexible. I could see this card being played in a full Control meta with a lot of Legendaries running around, but I don’t think it will happen before it rotates out.

Majordomo Executus – Fun card. It would probably be strong if Ragnaros had 15 health like Jaraxxus does, but no, it has only 8 health. You have 8 health maximum and while sure, you get a strong Hero Power, it won’t matter if you just die. Jaraxxus is already a risky play, because a lot of decks have an easy time killing you from 15 health. From 8? 90% of the meta can kill you easily.

Prince Malchezaar – Another 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. It’s only useful in the matches that go to fatigue, because you have 5 more cards in the deck. Even in the Karazhan meta, which was way slower, it was a bad pick, because only a small percent of the matches went to fatigue. Most of the time, you’re just diluting your deck with Legends, a lot of which are bad. Outside of the hyper Control matchups, the best strategy is to THIN your deck so you can get the cards you need more consistently, not make your deck thicker.

Probably Safe

Chromaggus – It’s not played in any competitive list, but I didn’t put it under safe, because it’s often used as a budget replacement for a big Dragon. If you run a deck with 2-3 big Dragons and you don’t have too many Classic Legendaries, you might want to play it. But otherwise, it’s pretty bad and if you have other strong Dragons, it’s a safe dust.

Arch-Thief Rafaam – It was used by some Control Warriors early in LoE, but not for long. Ever since then, it was mostly used as a budget replacement for big Legendaries in Control decks. If your collection is quite small, you can keep it and use it as a replacement from time to time. With a bigger collection, you don’t really need to – it won’t likely get back into this meta and it rotates out in a few months.

Moroes – Right now the card is terrible, because there are so many ways to deal 1 damage to targets in Stealth, most importantly Maelstrom Portal ran by every Shaman (and the class is ~25% of the overall ladder right now). The card has a high value potential, because having an extra 1/1 each turn is strong, but only in the meta where people don’t run any small AoEs. So while it has a chance to be useful, I personally don’t think it’s going to happen – after all, Small-Time Buccaneer and Patches will be in the meta as long as Moroes will, and if Pirate decks remain popular, people will be forced to run small AoE whether they like it or not.


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!

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