Determining which Epic Hearthstone card to craft can be a tough decision for experienced and new players alike. If you craft a card and find it less useful than initially expected, the best you can get is one-fourth of your Arcane Dust back.
Our Hearthstone Epic Crafting Guide will help ease the anxiety of burning 400 dust on a single card. This guide will take you through a logical Crafting Strategy to ease the pain of Standard rotations and focus on those cards that are most likely to get the best value from your dust. For each Hearthstone Set, we provide the Best Cards to Craft and Good Cards to Craft to assist you through your next crafting conundrum.
Please note that this guide is intended for Standard players. In Wild, Epic cards have different power levels than in Standard due to additional synergies available in the format. We have separate guides for Wild cards! (listed below)
Hearthstone Epic Crafting Strategy
When choosing the next Epic card to craft, you should consider both the strength and set of the cards you’re considering. Typically, Neutral Epics fit into more decks and offer the best variety when crafted. As with all class cards, however, class-specific Epics tend to be stronger and offer additional synergy and/or class identity options.
The Best Cards to Craft are either Neutral Epics played in a variety of decks or very powerful, staple class Epics. Good Cards to Craft are Epics that are tech cards, flexible inclusions, or any card that doesn’t see as much play right now or has a high chance of disappearing from the meta when it shifts.
In general, cards listed in the Best Cards to Craft for each set should be given priority over those in the Good Cards to Craft. The exception would be if you have a specific deck in mind that is reliant on the card you’re planning to craft.
In terms of sets, the best long-term value for your dust is always going to be cards in the Hearthstone Classic Set. Barring retirement into the Hall of Fame, all of these Epic cards will always be included in Standard. Even if crafted cards are banished to Wild, a full dust refund can be expected.
After the Classic Set, the sets from the current year should be given priority. Sets remain in Standard for two years, so the current year sets have a longer lifespan than the sets from the prior year.
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 Epic cards. Due to their unrestricted duration in the Standard format, Classic Set Epic cards are more likely to remain playable than those released with expansions.
Hearthstone Classic Set Best Cards to Craft
- Mountain Giant – Mountain Giant is one of the best Epic cards you could ever craft simply becasue it has seen play in multiple different metas. Most of the time its played in slower Warlock builds (Handlock) simply because of the Hero Power which lets you drop it on Turn 4. Sometimes it’s also played in other builds which can draw multiple cards relatively easily. Right now different variants of Handlock are pretty good, which means that Mountain Giant sees quite a lot of play.
- Doomsayer – Doomsayer is another must-have Classic Epic. There was basically no meta in the last few years where it hasn’t seen any play. It’s a great anti-Aggro tool, dropping it on curve means that you very likely clear their 1-drop(s) or 2-drop and stall for a turn. Later in the game it can be used to tank 7 damage, or can be combo’d with other cards such as Mage’s Frost Nova.
Hearthstone Classic Set Good Cards to Crafts
- Sea Giant – The other Classic Giant left in Standard, it generally fits into a different kind of decks than Mountain. Sea Giant is all about board flooding, which means that he naturally goes into the decks that can easily get multiple minions on the board and then play him for cheap. He naturally fits into all kinds of Token decks. Right now it doesn’t see massive amounts of play, but it’s still great in Galakrond Zoo Warlock, which is built around tokens and having lots of minions at the same time. It’s still a good investment into the future, because Sea Giant has seen play in dozens of decks over the years.
- Twisting Nether – Staple Warlock board wipe. While it costs A LOT of mana, unlike most of the other clears it just destroys everything. No requirements, no minions surviving (like in case of Brawl), it straight up destroys instead of dealing damage (so high health minions won’t survive). Any time some slow Warlock deck is played, Twisting Nether finds a place in the deck. Right now, slow Warlock decks are pretty solid, so Twisting Nether sees some play in Handlock and Galakrond Warlock. However, with other board clears (such as Crazed Netherwing and Lord Godfrey) not every build runs it.
- Force of Nature – Druid has been getting Treant synergies over the last 2 years – and it has finally reached the point at which you can build a full Treant Token Druid and it will be good. Force of Nature in particular is strong, because it has amazing synergy with Aeroponics. You can play FoN and then draw 2 cards for 0 mana, basically ending up with 3x 2/2 on the board and the same number of cards in your hand (plus a higher chance to draw your AoE buffs in case 2/2’s survive). If you want to play Treant Druid, Force of Nature is a solid craft.
- Brawl & Shield Slam – I’ll group those two together, since they belong to the same archetype – Control Warrior. We’ve seen many variants of the deck over the years – regular Control Warrior, C’Thun Warrior, Dragon Control Warrior, Odd Warrior, even Bomb Warrior more recently. And each one of those has played both Shield Slam & Brawl. Those are timeless Warrior Epics that are might not be THAT good right now (mostly because Control Warrior isn’t doing very well this time around),
- Murloc Warleader & Southsea Captain – While those two don’t go into the same deck, they’re similar – 3-drops from their respective tribes that buff other cards from that tribe. Whenever those tribes see common play, their respective synergies do too. Right now Murlocs aren’t really common (Murloc Paladin & Murloc Shaman see some off-meta play, but not so much), but Southsea Captain is playable in Pirate Warrior (which is a quite common meta deck).
- Snake Trap – A solid Hunter Secret, creating 3x 1/1 for 2 mana is good, but it’s even better because they’re Beasts, so have all kinds of synergy in Hunter build. Whenever Secret-based Hunter builds see play, Snake trap is also playable.
Year of the Dragon (2019) Sets
The Year of the Dragon consists of Rise of Shadows, Saviors of Uldum and Descent of Dragons. All three sets will rotate out of the Standard format with the release of the first expansion in 2021 (most likely in April).
Descent of Dragons Best Cards to Craft
- Scion of Ruin – Even after the nerfs, Galakrond Warriror is one of the better decks in the meta, and Scion of Ruin is a big reason for it. At 3 mana it was just broken, but even at 4, summoning 3x 3/2 minion with Rush is just amazing. It has extra synergies with Galakrond himself (it’s 7/6 after giving it +4/+4), as well as other cards like Dragon Breeder and Barista Lynchen. If you want to play Galakrond Warrior, definitely craft two Scions.
- Veiled Worshipper – A second Galakrond synergy card, Veiled Worshipper is played in another strong Galakrond class – Warlock. 4 mana 5/4 are vanilla stats, and drawing 3 cards on Battlecry is obviously insane (normally drawing 3 costs ~5 mana). Galakrond Warlock also got nerfed slightly (Fiendish Rites from 3 to 4 mana) but it doesn’t matter that much. What’s interesting is that there are actually two distinct builds – fast, token-based Zoo and slower, Handlock-like Midrange. Both of them run Worshipper, though, so if you’re a Warlock player right now, you definitely want to get two copies.
- Dark Skies – Another Warlock card, it’s just a very, very good board clear for any slower Warlock build that draws a lot of cards (so right now Handlock / Galakrond Warlock). Dark Skies lets you deal 7 or 9 damage on curve (going first / second), and that’s usually enough to clear whatever your opponent has. Later in the game you can use it to deal with multiple small minions or a single big minion. It’s an insanely powerful card when you’re behind on the board.
- Toxic Reinforcements – A Face Hunter staple – if you want to play the deck, you HAVE to craft it. You Hero Power all the time, and summoning 3 Leper Gnomes for just 1 mana is very strong (even when it’s delayed). Face Hunter is also one of the best F2P decks, because those two copies of Reinforcements are basically the only expensive cards you need to play it. That said, keep in mind that the deck is much better at lower ranks than at higher ranks (although some players still get good results with Face Hunter in high Legend).
Descent of Dragons Good Cards to Craft
- Umbral Skulker – Galakrond Rogue pay-off card, Umbral Skulker is mostly played in dedicated Galakrond builds that went all in on the synergies (most of Rogue decks run Galakrond, but don’t play enough Invokes to really take advantage of Skulker) or Malygos Rogue. The latter is interesting, because Skulker is a vital card in the build – thanks to the extra Coins, you can drop Malygos and play some burn spells in the same turn.
- Necrium Apothecary – Apothecary used to be one of the best Epics from the expansion, but it got nerfed (from 4 to 5 mana). Even after the nerf, Deathrattle builds are okay, but no longer as dominating as it was before. It’s the biggest difference for Anubisath Warbringer build, which relies most on Apothecary. Delaying it by one turn means that it can start making a bigger board a turn later, and that’s (obviously) bad, especially vs Aggro.
- Rolling Fireball – Rolling Fireball sees pretty common play in Highlander Mager (that’s why you need only 1 copy) and it’s a pretty good mid game removal. It’s a combination of AoE and single target – you can use it to deal 8 damage to a single minion, but you can also e.g. clear two 4 health minions. Solid, flexible removal, but Highlander Mage is not the best deck (it’s low Tier 2) and Rolling Fireball is not absolutely necessary to play it.
- Embiggen – Unlike the cards above, Embiggen is mostly an off-meta card – Embiggen Druid is not a popular build, but it has seen some play. Obviously, two copies of Embiggen is a must when playing it. So far the most popular Embiggen Druid builds are Midrange Dragon decks, where adding extra stats is very strong. For example, making that Faerie Dragon a 3 mana 5/4 with Elusive is really powerful. Vicious Scalehide? 3 mana 3/5 with Rush and Lifesteal. Faceless Corruptor – now 6 mana, but 2x 6/6. The only real issue is that Druid doesn’t have that many good minions to combo with Embiggen, so the deck relies heavily on Neutral options.
- Dragon's Pack – Alright, so here’s the thing – the card and the entire deck it was played in (Galakrond Shaman) was just nerfed, but the deck is not completely dead yet. For example, Impact had some luck with it in Top 50 Legend, and the deck’s popularity has risen a bit from the absolute bottom right after the nerfs (but it’s still very low). It’s still a relatively weak deck, but summoning 2x 4/5 Taunt for 5 mana is still good, so you definitely want to have the card if you really want to play it.
Saviors of Uldum Best Cards to Craft
- Plague of Death – Plague of Death is an ultimate board wipe. Compared to Twisting Nether, you pay 1 more mana, but get rid of minions for good. In many cases, the cards are exactly the same, but if your opponent has any Deathrattles or Reborn minions, then Plague of Death becomes way better. Silencing everything leads to a complete board wipe no matter what your opponent might have. It’s incredibly powerful, but also very expensive – at 9 mana it comes down way after power spikes of Aggro decks. That’s why it’s most powerful against Midrange and Control decks. And given that Psychic Scream has rotated out, while Mass Hysteria is often not enough, Plague of Death is common slow Priest card right now. It’s not played in Combo version for obvious reasons, but it’s a staple in Resurrect Priest.
- Psychopomp – Psychopomp is A LOT of value packed into one card. Not only you spend 4 mana to revive a minion which is usually worth more than 4 mana, but then you also give it Reborn AND have a 3/1 body on top of that. The card is just strong basically no matter what Priest deck you run. As long as you have some minions you want to revive (like Injured Blademaster in case of Combo or let’s say Convincing Infiltrator in case of Resurrect version), you do want to add Pyschopomp to your build.
- Bloodsworn Mercenary – Warrior is kind of back to its roots of relying on minion damage to gain extra benefits. You still don’t have a full deck built around those synergies, but Bloodsworn Mercenary is an awesome example of one. As long as you have a damaged minion on the board, really ANY Damaged minion, the card is worth it. Even the worst case scenario of summoning an extra 1/1 on top of a 3/3 body is not bad. But most of the time you will get something better. Importantly, you can also use it to combo with a Charge minion to deal more damage. The best case scenario is a game finisher with Leeroy Jenkins (Leeroy + Inner Rage + Mercenary). The card sees common play in Galakrond Warrior, one of the best decks in current meta.
Saviors of Uldum Good Cards to Craft
- Livewire Lance – Livewire Lance is a Pirate Warrior staple, and it’s sometimes played in Galakrond Warrior too (which is basically a Tempo deck), although it’s not as important there. We all know how strong Lackeys can be in faster builds, and Livewire Lance is a bit of a Warrior’s version of EVIL Miscreant. It even has an extra advantage of weapon buff synergies – adding more durability (through Upgrade! or Captain Greenskin) means more Lackeys. As long as faster Warrior builds will be playable (and it looks like it), the card should stay playable in Standard.
- Anubisath Defender – Remember Arcane Tyrant? Anubisath Defender is basically its Druid class counterpart. Given that it comes with a Taunt and has a slightly better stat distribution (3/5 instead of 4/4), I’d say that it’s even stronger. Druid was already the best class for Tyrant, so it’s only natural that Defender has quickly became a staple in the class. The card is commonly seen in Quest Druid and sometimes in Token Druid, but frankly it should be played in any build that runs a bunch of 5+ mana spells. It has great synergy with cards like Nourish and Overflow – you lose tempo to draw cards, but Defender lets you drop something on the board immediately. Right now Druid is not the best class in the game, but the card is still good if you want to play Malfurion (and it will likely see play next year too).
- Puzzle Box of Yogg-Saron – Puzzle Box is basically a Highlander Mage staple. It’s mostly used as a “Hail Mary” card. Once you have no other options, but you need to do something – just cast Box! Most of the time it will clear the board at least partially and probably draw some cards, maybe summon minions or cast Secrets. However, right now Highlander Mage is not really one of the best meta decks right now, so I can’t put it higher on the priority list.
- Tortollan Pilgrim – Pilgrim is basically in the same situation as Puzzle Box – it was stronger when Highlander Mage was dominating, it’s weaker now, but it’s still staple if you want to run the deck. After Luna's Pocket Galaxy was nerfed back to 7, I’d say that it’s even more important, given that it makes playing it easier (assuming it’s still in the deck at the time you drop him).
- Micro Mummy – At first, the card started seeing play in Reborn Paladin. Not really an amazing option, but Reborn Paladin was lacking Reborn minions + it’s a Mech and the build was also running a bunch of Magnetic cards. So all in all, the card was working quite well. Right now Quest Paladin doesn’t see that much play (well, it doesn’t see almost any play), but Micro Mummy is still solid in another build – Mech Paladin. The deck is now faster than it was last expansion, thanks to the more aggressive options it got such as Sky Claw and Goboglide Tech. And I can only imagine that it will get even better when Shotbot gets printed in the upcoming Galakrond’s Awakening adventure.
- Crystal Merchant – Because of its effect, Crystal Merchant should mostly be treated as a 3 mana card. But a 3 mana 1/4 that draws a card is already pretty okay. Now, if you repeat this effect every turn, it becomes a must-kill staple that can snowball the game by drawing a bunch of cards early if not answered. The card is a perfect fit into Quest Druid, a deck that WANTS to leave unspent Mana over the first few turns anyway, so Crystal Merchant is usually the best T3 play – not only you put something on the board, progress the Quest, but also draw a card on top of that. The issue is that Quest Druid is not really a great deck this expansion, but luckily, Crystal Merchant has also started to see some play in Embiggen Druid. While you delay it by one turn, giving it +2/+2 puts it at an impressive 3/7 statline, making it rather difficult to clear, so it’s a great source of card draw in the mid/late game.
Rise of Shadows Best Cards to Craft
There are currently no “Best” Epics from Rise of Shadows we can recommend. Still, be sure to check out the list of “Good” Epics below!
Rise of Shadows Good Cards to Craft
- Batterhead – Currently played in Resurrect Priest, and while the deck is pretty good, the Batterhead is definitely not necessary to play it (unlike some other Epics such as Psychopomp or Plague of Death). It’s a solid addition, however, mostly because of its great synergy with upgraded Hero Power. Healing for 3 and giving it +3/+3 means that you can first attack, kill a small minion, then heal it up while buffing its attack to 6 and then clear some more things. Many times it will be a full board clear that will also leave a solid and threatening minions on the board.
Power of Creation – By itself, the card is only okay – summoning two 6-drops for 8 mana is usually a nice play, but nothing impressive. Of course, it’s amazing if you high-roll 2x Damaged Stegotron (5/12 Taunts), but lots of the time you end up picking e.g. 2x 5/5 because there’s simply nothing better. However, the card works pretty nicely in Highlander Mage for two reasons. First – you need to run some off-meta cards because you can’t put duplicates of your best ones. And second – it has some nice synergies. It’s not amazing when played from hand for full cost, BUT you can cheat it out quite often. Between Tortollan Pilgrim and Kalecgos, you will probably cast it for free more often than you will play it for the full cost.
Mana Cyclone – From one of the best decks in Rise of Shadows, Cyclone Mage has quickly dropped to one of the weakest in Saviors of Uldum after the nerfs. While the deck has gained some new, solid cards in Descent of Dragons, it’s stil mostly an off-meta build. Still, I thought that the card is worth mentioning – it’s a Cyclone Mage staple (hence the name), and it has lots of potential, even if not for the current meta. Despite it not being a great craft like it once was, you still need it if you want to play Cyclone Mage.
- Magic Carpet – Magic Carpet was a Zoo Warlock staple – since the deck played so many 1-drops, giving all of them Rush and +1 Attack was huge. With Carpet on the board, it was hard to lose board control. However, the latest builds simply don’t have enough space for Carpet, because they run Galakrond, the Wretched and its synergies instead. However, some Combo Priest builds have picked up the card and play it now. And the card is just solid in general, so I can imagine that it should see some play next Standard year too.
Omega Devastator – Omega cards weren’t necessarily the most successful mechanic. Most of the time they were either too weak initially, or their 10 mana effect wasn’t that impactful. In case of Omega Devastator, however, it’s both okay on the curve (with vanilla, Chillwind Yeti stats you can drop it against Aggro to keep them busy and get some trades) and its 10 mana effect is incredibly powerful (you can clear nearly every minion in the meta for just 4 mana + have a body on top of that). That’s why Omega Devastator sees common play in slow Warrior builds. The issue, however, is that slow Warrior builds are really bad in the current meta, so craft it only if you really want to play Control or Bomb Warrior.
Year of the Raven (2018) Sets
The Year of the Raven consists of The Witchwood, The Boomsday Project and Rastakhan’s Rumble. All three sets will rotate out of the Standard format with the release of the first expansion in 2020.
Rastakhan’s Rumble Best Cards to Craft
There are currently no “Best” Epics from Rise of Shadows we can recommend. Still, be sure to check out the list of “Good” Epics below!
Rastakhan’s Rumble Good Cards to Craft
- Crowd Roaster – Descent of Dragons introduced LOTS of Dragon synergies, so the old ones gained some popularity too. While most of the new synergy cards are better than Crowd Roaster, the card still makes some sense in certain builds. Mostly played in Highlander Dragon builds because of lack of better options (and the fact that you need to fill the deck with enough Dragons) – so Highlander Mage, Hihglander Dragon Paladin and even Dragon build of Highlander Warrior. It’s also semi-popular in Embiggen Druid (but the deck itself is not very popular in the first place). If you want to go all in on Dragons, it’s good to have it, but given that it rotates out soon, you can pass on that.
- Masked Contender – Masked Contender is played in some Secret Hunter builds. While it was mostly phased out (pun not intended) by Phase Stalker, some dedicated Secret Hunter builds play both. It’s also sometimes seen in Highlander version, although pretty rarely. Still, unless you really want to play the deck, I would pass on that given that it rotates out soon.
The Boomsday Project Best Cards to Craft
There are currently no “Best” Epics from Rise of Shadows we can recommend. Still, be sure to check out the list of “Good” Epics below!
The Boomsday Project Good Cards to Craft
- Prismatic Lens – Paladin and card draw don’t really go hand in hand most of the time. Drawing 2 cards for 4 mana is not amazing, but it’s better than nothing. That’s why it’s a Holy Wrath Paladin staple – you want to cycle through your deck as quickly as possible. There are also some other, interesting combos you can play, such as the infamous Murloc Paladin (which is completely off-meta right now) that plays only 2x Lens and 2x Tip the Scales as its only spells to cheat out a full board of Murlocs on T4/T5. Even more off-meta is a deck built around King Phaoris… But it’s mostly useful as a Holy Wrath Paladin card, so if you want to play the deck and have enough Dust to spare, definitely get it (keep in mind that the entire deck rotates out next expansion).
- Thunderhead – The card was always solid, but it quickly became one of the best Shaman cards after its buff in Rise of Shadows (from 3/5 to 3/6). Even since, it was commonly played in any Token-based or Overload-bases Shaman build (and those were often very similar). Early in Descent of Dragons, Galakrond Shaman was dominating, which quickly lead to lots of nerfs to the class. Right now it’s one of the worst classes in the game, but if you still want to play it, Thunderhead-based builds might be your best option.
The Witchwood Best Cards to Craft
- Town Crier – Back in the day, Novice Engineer was nerfed from 1/2 to 1/1 because it was too good. At 2 mana. Town Crier is a pre-nerf Novice Engineer for 1 mana, with one more health. You get a small body, which replaces itself in your hand with a good card, what’s there not to like? Most of the Warrior builds in the last few expansions have played some Rush cards, sometimes because of Town Crier. Right now Town Crier is a staple in two most popular Warrior builds – Galakrond and Pirate, both of which can benefit from it heavily. If you want to play either of those, Town Crier is an amazing craft.
The Witchwood Good Cards to Craft
- Rat Trap – In theory, Rat Trap is one of the strongest Hunter Secrets. Summoning a 6/6 minion for just 2 mana is massive. It happening in the early game is usually an easy win for the class. Of course – things aren’t that simple and once opponents realize what’s going on, they try to play around it by not playing three cards in a single turn. However, as you can imagine, it’s not always that easy, especially later in the game. That’s part of the Secret’s strength – even if your opponent maneuvers around it, they’re severely restricted since they can only play 2 cards per turn, meaning that they will often pass when they still could do something else. The fact that this Secret is relatively difficult to trigger can also be an advantage at times – it means that you’re more likely to be able to trigger your other cards’ effects (e.g. Hyena Alpha) – and if your opponent triggers it before you can, you definitely won’t mind a 6/6 on board.
- Nightmare Amalgam – The most infamous Battlegrounds card has started seeing some Constructed play once again before rotating out. Amalgam is very simple – it has the vanilla 3 mana 3/4 stats, which are great, but sadly comes with no effect. Instead, it can sub for any tribe you want. If you need Dragons – you can play it. If you need Pirates – you can play it. And so on, and so on. Because of that, it has seen some niche play when certain decks were lacking minions from a given tribe, and right now it’s mostly used as a Dragon sub. Especially in more Aggro / Midrange builds – the slower decks can run the big Legendary Dragons to fill the tribe count, but faster decks can’t really do that, so some of the builds rely on Amalgam.
- Baleful Banker – Baleful Banker is an interesting card. When you compare it to the Rogue’s Lab Recruiter, you can easily see that it’s not very powerful… but it being Neutral means that you can use it in any class. Early in Year of the Dragon, it has seen a bunch of play in Control decks in order to shuffle another copy of Archivist Elysiana in, but the Legendary was nerfed to 9 mana so it wouldn’t happen so easily. So its main use right now is Holy Wrath Paladin to shuffle in Shirvallah, the Tiger (to then draw it with Holy Wrath and deal 25 damage). Baleful Banker is a necessary card if you want to play the deck, since it’s a basic part of your combo.
- Book of Specters – Book was really, really hyped before its release. After all, drawing 3 cards for 2 mana would be one of the strongest effects in the entire game. There’s a catch, though – if you draw any spells, you discard them. That’s why the deck has historically seen some play in minion-heavy builds like Elemental Mage and that’s it. More recently, however, it has started being played in Highlander Mage, a build that runs a bunch of spells too. The thing is, however, that on average you still play more minions, so it should draw you ~2 cards for 2 mana. Yes, you discard something, but in most of the matchups it’s not a problem – discarding something is no different than that card being at the bottom of your deck majority of time. You can get unlucky and roll 3 spells, sure, but then again you can get lucky and draw 3 for 2. That said, since the card is not necessary to play the deck AND it rotates out soon, craft it only if you have lots of spare Dust.
- Arcane Keysmith – Keysmith is simply a solid card, and it became slightly better after the new Mage Secret (Flame Ward) was released. Given that it’s Discover effect, most of the time you’ll get something that’s good in a given matchup. There are obviously better and worse Secrets to pick, but in general stuff like Counterspell or Mirror Entity is never going to be terrible, especially that you also get a small body on top of that. It’s commonly played in Highlander Mage, but just like Book of Specters, it’s not necessary so you can probably skip it unless you have a lot of Dust.
- Sandbinder – The card’s popularity has first increased after Giants (such as Mountain Giant) became Elementals. And, more recently, it became more popular again after Zephrys the Great and – to a certain extent – Siamat were released. They’re both great cards you want to tutor, especially Zephrys, which you want to draw as often as possible in the decks that play it. His effect is game-changing, so having a 4 mana 2/4 that “draws the best card in your deck” is no joke. Still, while the card is good, it’s never really required – it can easily be replaced, it’s never a staple that’s necessary to run a certain deck or makes the deck way stronger. So crafting it right before the rotation might be a good idea only if you have lots of Dust to “waste”.