Hearthstone Epic Crafting Guide (Standard) – Saviors of Uldum Post-Nerf Meta

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.

Be sure to also check out Legendary crafting guide!

Crafting Categories

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.

Card Sets

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.

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 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

  • 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 good right now and will certainly work at some point in the future too – any time Control Warrior is viable.
  • Murloc Warleader – Murlocs pop back into the meta every now and then, and one thing is sure – if you want to play a Murloc deck, Warleader is a staple that you absolutely need. Even though it’s no longer as powerful as it once was (it used to give +1 Health too), a board-wide attack buff is still amazing. It lets you trade your small Murlocs up, or push A LOT of damage out of nowhere. For example, with 4 other Murlocs on the board it adds 8 damage just like that – on top of a 3 mana 3/3 body and a Murloc tag. Right now it’s played in Murloc Paladin and Murloc Shaman, and you basically need it for either of those decks. I’m also 100% sure that it will see play in the future, unless Blizzard decides that Murloc tribe will never be viable again.
  • Snake Trap – One of the most staple Hunter Secrets, Snake Trap comes back into the meta any time Hunter builds play some Secret synergy builds. In practice, it’s been played for months now and it’s not likely to stop any time soon. Most popular Hunter builds rely heavily on Secrets right now, and Snake Trap is just a good one. Summoning 3x 1/1 for 2 mana is already great, the fact that they’re Beasts makes it even better, but what’s best about it is that if you run many different Secrets, you can mind game your opponent easily into thinking that it’s something completely different.

Hearthstone Classic Set Good Cards to Crafts

  • Doomsayer – Doomsayer used to be the #1 Epic to craft from Classic, and it’s still a solid one, but it doesn’t see as much play in the current meta for me to put it into the other category. Doomsayer can be used as a stall tool, delayed AoE removal (usually when combined with other spell, like Frost Nova) and pseudo life gain (if you drop it when your opponent can kill it, it should still gain you 7 life if he doesn’t want to lose the board). It’s a versatile card and you can’t go wrong with crafting it, even if for the future.
  • Mountain Giant – For the longest time, Mountain Giant was associated with Warlock class. Different Warlock variants, like Handlock, Renolock or Even Warlock were the ones that could easily play a cheap Giant thanks to their Hero Power. But the current meta is a bit different – now Mountain Giants work best in Mage thanks to some synergies like Book of Specters and Conjurer's Calling. Because of a nerf to the latter, the card has dropped in popularity recently, but it should still be a good craft. It’s strong if you want to play Mage (as well as an off-meta Hand Paladin), and I’m pretty sure that it will be played in the future by some other decks too.
  • 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 and Zoo Warlock. More recently, he was also commonly seen in Cyclone Mage, which could flood the board to a certain extent AND had Conjurer's Calling to take even bigger advantage of it. However, the deck is not very popular anymore. Still, Sea Giant is a solid investment into the future.
  • Preparation – Preparation was always one of the most powerful Rogue cards, so it’s not a big surprise that it was finally nerfed after so many years. Decreasing the mana cost reduction from 3 to 2 is a big deal, but the card is far from being dead. Remember that Innervate survived an even bigger nerf (percentage-wise) and it’s still being played. Playing spells 2 mana cheaper is a good tempo play anyway, so Prep isn’t likely going anywhere. If you want to play Rogue class seriously, I recommend having two copies ready. Even if not now, then for the future. However, if you’re not a Rogue player, you probably disenchanted Prep for full Dust, so no reason to craft it again for now, since it doesn’t see play in any Tier 1 deck.
  • Pyroblast – Pyroblast is the most damage a player can do in a single, straightforward card that doesn’t require any other synergies. While the damage to mana ratio is not great, being able to get rid of 1/3’s of your opponent’s starting life total with a single card is certainly powerful. Because of that, the card sees some play in different Mage decks as a finisher. It was very common early into the Saviors of Uldum because both Highlander Mage and Big Spell Mage were popular. Right now it’s much less common, but still serves as a finisher in certain builds.
  • 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 aren’t in a great spot, but the card is still good if you want to play the Quest (Supreme Archaeology) build. And it will certainly be playable in the future once some other viable, Control Warlock builds rise up.

Year of the Dragon (2019) Sets

The Year of the Dragon consists of Rise of Shadows, Saviors of Uldum and one yet to be known expansion (which should be released in December). All three sets will rotate out of the Standard format with the release of the first expansion in 2021.

Saviors of Uldum Best Cards to Craft

Since Saviors of Uldum is the latest set, and we’re still in somewhat of a “testing” phase, I was very cautious about picking best Epics to craft, since the meta can still change considerably. For more, check out the “Good Crafts” listed below, which is far more vast (although it includes some cards that might fall out of the meta)!

  • Anubisath Defender – Remember Arcane Tyrant? Anubisath Defender is basically it’s 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 right now, but frankly it will be played in any slower Druid 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. It will most likely remain a Druid staple until it rotates out.
  • 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. All in all, it’s a solid card that will definitely remain a Quest Druid staple, and possibly even translate well into other slow Druid decks, which would float some mana here and there anyway.
  • Psychopomp – Psychopomp is definitely one of the strongest cards in the entire Saviors of Uldum set. 4 mana 3/1 that revives a random minion would already be good, to be honest. The fact that it also gives it Reborn is pretty bonkers. It’s most commonly seen in Combo Priest due to the crazy amount of synergies. Reviving Injured Tol'vir or Injured Blademaster puts them at full health immediately, making both amazing targets. High Priest Amet is both a great revive target (you get a premium 4-drop back, give it Reborn AND put an extra 3/1 body on the board) and a synergy card – if Amet is already on the board, not only the 3/1 will become a 3/7 (or even higher if Amet is buffed), but the revived minion will also come with 7 health. Besides Combo Priest, Psychopomp is also commonly seen in all kinds of Resurrect Priest decks, which run multiple valuable revive targets. Getting back Catrina Muerte and giving her Reborn can often seal the game just like that, for example. Overall, Psychopomp is very powerful and it instantly became a Priest staple.

Saviors of Uldum Good Cards to Craft

  • Tip the Scales – Here’s the thing about Tip the Scales. The card itself is not that amazing. Sure, it would still probably be played in Murloc Deck, maybe as an one-of, but the deck would need to be good already, good enough to play a solid game until 8 mana. But in the current meta, it doesn’t have to. Thanks to Prismatic Lens, you can draw and play your Tip and Scales as soon as Turn 5 (or 4 with Coin), flooding the entire board with Murlocs, often way before your opponent is prepared for it. Because of that cheese, Murloc Paladin is one of the highest win rate decks in the meta right now. Why don’t I put it under Best Epics, then? For a few reasons, actually. First of all – longevity. The combo will be useless without Prismatic Lens and it rotates soon-ish. Second – there’s a solid chance that the deck gets nerfed, not even because it’s too strong, but because it’s annoying to face. And if something gets nerfed – it will probably be Lens, not Tip the Scales, so if you craft it, you might not even get your Dust back. And finally – the deck’s win rate is constantly dropping. It’s already lower in higher ranks than it is in lower ranks. The deck has a very low skill ceiling, it’s very easy to learn how to play it, so it had instantly good results. Other decks take more time, but once people master them, they start looking like the better options. Murloc Paladin’s win rate should drop soon-ish – it will still be a good deck, but possibly not one of the best. All in all, if you really want to play the strategy, then you have no other options than crafting the card, but I just can’t recommend it as one of the best crafts.
  • Vulpera Scoundrel – Vulpera is an interesting case. The card is not great, but it’s just so flexible that you could put it into most of the builds and it would still work. Because of that, it’s most commonly played in Highlander decks, which like that kind of flexibility and have lots of free slots anyway given that they can’t run duplicates. The card is also solid in Quest Shaman, but the highest win rate builds have been dropping it recently. Even though it’s the most popular Epic card from the set at the time I’m writing this, it’s not NECESSARY in any deck and can be easily replaced most of the time, so I don’t want to put it under the Best crafts.
  • Bloodsworn Mercenary – Even though Warrior class was nearly exclusively about Control strategies over the last few expansions, we finally see some faster builds popping out. Aggro / Tempo Warrior is a strong, aggressive Warrior deck that plays around Enrage synergies, like it did in the past. Damaged minions get all kinds of benefits, can draw extra cards from Battle Rage, be buffed with Rampage, but most importantly – they can be copied with Bloodsworn Mercenary. The card is simply insane in those builds, played either as a way to put more bodies on the board (it’s always a good tempo play) or as a part of the combo (you can damage & copy a Charge minion to double the damage). If you want to play the deck, you really need this card.
  • Livewire Lance – Similarly to Bloodsworn Mercenary, it’s most commonly seen in Aggro / Tempo Warrior. This time around it’s just a solid weapon. 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. I feel like it should stay as a faster Warrior staple as long as its in Standard (assuming faster Warrior builds will still be viable).
  • Micro Mummy – One of the most surprisingly viable Quest decks is Quest Paladin. While the build is heavily meta dependent (it’s not good across the board – it has some great and some terrible matchups), it’s definitely not a bad deck right now. But if you want to play it, you need every good Reborn card you can get. Given that the pool of Reborn cards is very small, replacing Micro Mummy without losing on the win rate will be very difficult. Especially since it’s also a solid target to copy with your new Hero Power if you don’t have any powerful Deathrattles. They’re pretty sturdy because of Reborn, they’re Mechs so you can let’s say give them extra keywords with Zilliax or Annoy-o-Module, and they snowball the game quite quickly because of attack buffs. If you want to play Quest Paladin seriously, you need it.
  • 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 lots of cases, the cards are exactly the same, but if your opponent has any kinds of Deathrattles or Reborn stuff, 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 a pretty common slow Priest card right now. It’s not played in Combo version for obvious reasons, but it’s a staple in any slower Priest deck. While those don’t have a very high win rate right now, I would imagine that unless a significantly better board wipe gets printed for Priest, any slower deck of the class will play Plague of Death.
  • Diseased Vulture – For quite a while already, Zoo Warlock has been on the edge of the meta. It’s not bad enough to disappear completely, but not good enough to be one of the strongest decks. Saviors of Uldum is similar – the deck is fine, but it’s not high tier. However, if you do want to play it, Diseased Vulture is nearly a staple now. The card is very strong and has lots of synergies with the deck. Even just a single trigger is enough to make it worth – 4 mana 3/5 that summons a random 3-drop would be played in nearly every deck. And there are lots of ways to take advantage of its effect – Hero Power, Flame Imp, Neferset Thrasher, even Spirit Bomb in some builds. Most of the time you get at least a single trigger, often even 2-3, and if you do, the card can snowball the game. Great craft if you’re a Zoo player.
  • Puzzle Box of Yogg-Saron – Puzzle Box would be much higher on the list earlier into the expansion, as it was a Highlander Mage staple. Now that Highlander Mage is much weaker, the card’s play rate (and win rate) has dropped. It’s still an interesting option, especially if you want to play Highlander Mage or Big Spell Mage despite the nerfs. The card itself is a big unknown, just like the original Yogg-Saron, Hope's End. However, given that there are more spells that are always beneficial to you, the average outcome of the card was good. It nearly always drew some cards, played some Secrets and cleared some minions. Power of the card didn’t change – just the decks it was played in.
  • Tortollan Pilgrim – Pilgrim is basically in the same situation as Puzzle Box – it was stronger, it’s weaker now, but it’s still staple if you want to run either Highlander or Big Spell Mage builds. 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).
  • Plague of Murlocs – An AoE transform effect can be incredibly powerful in some matchups, and Control Shaman players have already realized that. At least one copy of the card is common in slow Shaman builds, mostly to deal with wide boards, Deathrattle/Reborn minions and such. Of course, playing it by itself is pretty risky, given that you leave your opponent with random Murlocs, often buffing each other. But it’s still usually better than facing a board of big minions, and you can always combo it with another AoE – even a simple Lightning Storm should do it lots of the time. It has also been teched in by some Quest Shaman builds, or even a Murloc Shaman – in the last case, your board is often going to look similar after the change, but your opponent’s board will be way weaker. Overall, the card has a lot of potential, but whether you want to use it or not heavily depends on the current meta. That’s why it’s a rather low priority craft, but if you’re a Shaman player, having one copy won’t hurt.

Rise of Shadows Best Cards to Craft

Since Rise of Shadows is the latest set, and we’re still in somewhat of a “testing” phase, I was very cautious about picking best Epics to craft, since the meta can still change considerably. For more, check out the “Good Crafts” listed below!

  • 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 any slow Warrior build, and I can only imagine that it will see play for as long as Warrior is present in the meta.

Rise of Shadows Good Cards to Craft

  • Magic Carpet – If you want to play Zoo Warlock, craft Carpet. The card is insane in a deck that runs mostly 1-drops. If it sticks to the board, not only it adds extra tempo (Rush), but also power (+1 Attack) to most of the minions Zoo plays, including Lackeys. Besides Zoo, Carpet sees play in some other niche decks, such as Hand Paladin.
  • Waggle Pick – Waggle Pick used to be one of the most common cards on the ladder, and then Rogue got nerfed back in Rise of Shadows. Nerf to Raiding Party meant that Waggle Pick was no longer as desirable. Still, the card is far from being bad. Dealing 8 damage for 4 mana + getting a free Shadowstep on the second hit is not something to take lightly. It can be combo’d very well with Battlecry, Combo or Charge minions to get lots of value (or damage). The new Hooked Scimitar made the Waggle Pick a bit less popular, but not obsolete – most of the Tempo Rogue builds still run both, given that they’re a great source of straight up face damage, but can also serve as a nice way to clear some minions.
  • Wrenchcalibur – Unlike Omega Devastator, Wrenchcalibur sees play only in Bomb Warrior, not in Control Warrior. And right now, Bomb Warrior is not in the best spot, at least on the ladder. Current meta is clearly not working too well for it, and the recent nerf of Dr. Boom, Mad Genius hurt it more than it did hurt Control Warrior. Still, if you want to play Bomb Warrior, you do need to get Wrenchcalibur – or even two to be precise.
  • 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. Overall, the card has seen a lot more play early in the expansion, when it was common in Highlander Mage thanks to the synergies such as Tortollan Pilgrim as well as Kalecgos. Big Spell Mage also played it from time to time, because well, it’s a solid high cost Spell. Right now those are still the two decks that run it, but their popularity has dropped significantly, so craft it only if you really want to play them (and if you want to play Highlander, one copy is enough).
  • 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. While it was still a solid deck initially, after the launch, the recent nerfs to Conjurer's Calling and Luna's Pocket Galaxy have hurt it even more, to the point where only the best Mage players seem to achieve results with the build. Still, I thought that it’s worth mentioning – it’s a Cyclone Mage staple (hence the name), and a card with 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.

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

  • Masked Contender – Ever since Saviors of Uldum launch, Midrange Hunter was clearly the best option for the class. Things have changed in Saviors of Uldum, and Secrets are once again in the favor. Both Highlander Hunter, as well as a dedicated Secret Hunter builds play many different Traps, as well as Secret synergies. Masked Contender is one of them. 3 mana 2/4 that plays a Secret from your deck is on the Mad Scientist level of broken. Luckily, it has a requirement – you need to have a Secret in play already for the effect to work, making it a strong, but not overpowered card. However, Hunters have it easier, since a 2 mana Secret curves out directly into Contender at 3 mana, making it a great pick for the deck. Keep in mind that if you want to play it in Highlander Hunter, one copy is enough.

Rastakhan’s Rumble Good Cards to Craft

  • Master's Call – One of the better Hunter cards in current rotation and the main reason why Midrange Hunter is good. Drawing 3 cards for 3 mana is very powerful, especially in a class with very limited card draw. It also synergizes well with Dire Frenzy – you can buff a Beast and then draw the buffed copies with Master’s Call. Not to mention that if you play Zul'jin, it lets you gain even more value. All in all, if you want to play Midrange Hunter, the card is a must-have. However, it’s no longer in the best section simply because Midrange Hunter is not as good in the current meta. Some players are still having success with it, and it will nearly sure see some more play by the end of this Standard year, but right now it’s just not one of the best decks.
  • Haunting Visions – As it turns out, you need a lot of Epics to play Control Shaman, and Haunting Visions is one of them. It’s a solid, flexible card, which lets you get the spell you want depending on the matchup. E.g. if your opponent has a big minions, you might get Hex, against Aggro you might get AoE or healing etc. While the “discount” doesn’t stay after you end your turn, you don’t need to use it on the spell you Discovered – you can play Haunting Visions, get anything and then drop e.g. a 0 mana Lightning Storm if that’s what you need.

The Boomsday Project Best Cards to Craft

  • Prismatic Lens – Prismatic Lens was always an okay craft. Paladin class is rather low on card draw, so any kind of slow Paladin deck did want to run it. For example, it’s been a staple in Holy Wrath Paladin ever since Rastakhan’s Rumble. However, the reason why it’s so high on the list is Murloc Paladin. The deck relies heavily on the combo between Prismatic Lens and Tip the Scales – drawing the latter and turning it’s mana cost to 1-4 means that you can can cheat it out much earlier than you could normally play it. And a board full of Murlocs is pretty difficult to answer on Turn 5. It also sees play in other off-meta/niche builds such as Duel! Paladin and King Phaoris Paladin, making it one of the most flexible Paladin cards in the current meta.
  • Supercollider – Supercollider was one of the best Warrior cards from Boomsday Project, and it still kind of is. While no longer as popular as when Odd Warrior was THE Warrior build to play (only Odd cards restriction made it even more valuable), it’s still a Control Warrior staple in the current meta. Removing up to two minions with each swing, after Supercollider is equipped, it makes things really awkward for the opponent. They suddenly have to think about the placement, hold back and so on. However, given that the weapon often stays equipped for a very long time, two copies are pretty clunky, so most of the builds run only a single one – that’s why there’s no reason to craft two.

The Boomsday Project Good Cards to Craft

  • Thunderhead – The card was already okay at 3/5, and after it got buffed to 3/6, Shaman decks running it became very popular. Right now, given that Quest Shaman is THE Shaman deck to run and it doesn’t play Thunderhead for multiple reasons, the card’s popularity has dropped. It doesn’t mean that it’s bad, though. Decks like Aggro Shaman or Token Shaman still run it and they’re solid builds. It’s just not as omnipresent as it was back after the Rise of Shadows’ buff patch.
  • Crystallizer – To put it simply, most of the time Crystallizer is just a 1 mana 1/3. Why would you want to play it? Well, because those are solid stats for a 1-drop. It’s similar to the Dire Mole (which already rotated out) in that a 1 mana 1/3 is just an okay play. Of course, some classes have 1/3’s with effects (like Eternium Rover or Northshire Cleric), but others don’t. Right now, it’s particularly common in Zoo Warlock, especially since it synergizes well with Diseased Vulture too – given that you damage yourself, you still summon a random 3 mana minion even though you gain that health back in Armor immediately (resulting in no actual loss of life).
  • Augmented Elekk – Elekk is most popular in Bomb Warrior. The deck is built around shuffling Bombs into the opponent’s deck, which means that – obviously – shuffling extra ones is always beneficial. If you have a weapon pre-equipped, then drop Elekk + a Bomb minion + attack with weapon, you can easily shuffle 2 extra Bombs, which is A LOT of damage. Plus, the 3/4 body is also solid and it means that you can drop it on curve vs Aggro if necessary. Other than that, it’s also played in some Quest Warlock builds, in order to shuffle extra cards into the deck with Plot Twist and basically never hit fatigue.
  • Glowstone Technician – Technician is another card buffed in the Rise of Shadows’ buff patch. It was almost playable before the buffs, and making it 5 mana instead of 6 mana was a great move. Even though it still has a small, 3/4 body, getting a hand-wide +2/+2 buff is very powerful. Especially if you run some Rush etc. minions so you can build back your tempo a bit. There are games in which you have 5+ minions in your hand going into Turn 5, you drop Glowstone Technician and then win over the next 2-3 turns with 1 mana 3/5’s etc. It’s a staple in decks like Mech Paladin or Hand Paladin, although neither of those is particularly popular right now.
  • Dreampetal Florist – Dreampetal Florist was a victim of the Druids ramp nerfs. The card used to be staple in different Druid combos, but after ramp was nerfed, the decks were no longer viable, since the main advantage of Druid class (getting to high mana quickly) was heavily hindered. Still, the card is necessary in any Druid combo built around Malygos, which might not be popular, but are playable right now. Still, it’s kind of a risky craft, given that we have no clue what direction will Blizzard push Druid class into in the last expansion of this Standard year.

The Witchwood Best 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 or Masked Contender) – and if your opponent triggers it before you can, you definitely won’t mind a 6/6 on board.
  • 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? Since every single Warrior build runs Zilliax, and most of them also run either Restless Mummy or Militia Commander, playing Town Crier seems like a no-brainer. 1-2 copies are present in most of the Warrior builds right now, and as long as Warrior will play Rush cards, Town Crier will be a staple.

The Witchwood Good Cards to Craft

  • 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.
  • Nightmare Amalgam – Amalgam is – obviously – mostly played because it’s all tribes in one. While its basic 3 mana 3/4 stats are okay, you wouldn’t want to put a vanilla minion like that into your deck. But it CAN be played as a 3 mana 3/4 Pirate in Rogue, 3 mana 3/4 Murloc in Shaman or 3 mana 3/4 Mech in Paladin. Because of this flexibility, Amalgam has seen a fair share of play throughout its time in Standard. Right now, it’s most commonly seen in Murloc Paladin (a great card to pull out with Tip the Scales in particular, since it dodges many AoEs at 4 health), and sometimes played in Murloc Shaman too.
  • 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 sadly, after the latest nerf patch, Highlander Mage is no longer very popular.
  • 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. Last expansion, it has seen common play in Holy Wrath Paladin to shuffle in Shirvallah, the Tiger (to then draw it with Holy Wrath and deal 25 damage). And while it was briefly common because you could use it to shuffle Archivist Elysiana back, after she got nerfed to 9 mana it’s no longer that easy (some people still try to play if for the off-chance they start with Coin, but it’s not very consistent). So Shirvallah it is – Baleful Banker is a necessary card if you want to play Holy Wrath Paladin, but that’s about it.


A Hearthstone player and writer from Poland, Stonekeep has been in a love-hate relationship with Hearthstone since Closed Beta. Over that time, he has achieved many high Legend climbs and infinite Arena runs. He's the current admin of Hearthstone Top Decks.

Check out Stonekeep on Twitter!

Leave a Reply


  1. Stonekeep - Site Admin
    September 9, 2019 at 8:36 am

    Epic Crafting Guide was just updated for the Saviors of Uldum Post-Nerf Meta. Comments below this one might be outdated.

    Let me know if you spot any mistakes!

    • Jjigita
      September 9, 2019 at 8:57 am

      Good read, but you said Twisting Nether is a “Warrior board wipe”. Please, the last thing Control Warrior needs is another board clear.

  2. Belzebub
    July 2, 2019 at 1:05 pm

    On the Witchwood’s best epics the text in background it says Boom’s day. Not a very influencing mistake but catched my eye. Great guide btw, We love u Stonekeep

  3. Leis33
    June 14, 2019 at 4:33 pm

    4 from 8 cards are warrior cards and blizzard don’t do anything about it :/

    • Taznak
      June 15, 2019 at 5:33 am

      Out of curiosity, what is your complaint here? Is it that Warrior epics are so much better than epics from other classes, so other classes need better epics?

      Or is the complaint that Warrior needs an expensive deck full of epics and legendaries to play properly? A Hunter can play a tier 1 meta deck for 6400 dust, a Shaman can do so for 4400 dust and a Druid can do so for 2960 dust, while a tier 1 Warrior deck costs 12880 dust.

      They’re two sides of the same coin, so I genuinely don’t know which one it is that you think is a problem, haha

      • Kuskie
        June 16, 2019 at 12:20 pm

        Haven’t seen such an insightful reply in a while! The cost of building a warrior deck (mage also) is ridiculously high and forces newer players to either expend all resources to one deck or try cheaper alternatives.
        For me personally, I literally only experience warrior in Wizbang. I wish there is a better way for newer players to also play as warrior.

  4. Stonekeep - Site Admin
    June 14, 2019 at 12:33 pm

    Epic Crafting Guide was just updated for the Rise of Shadows Post-Buff Meta. Comments below this one might be outdated.

    Let me know if you spot any mistakes!

    • GlosuuLang
      June 18, 2019 at 3:29 am

      Baleful Banker: “Right now, it’s mostly used as a way to shuffle an extra Archivist Elysiana into your deck in Control builds. But I wouldn’t put it high on the priority list, because using Youthful Brewmaster gives you a similar effect in Control mirrors – some players even prefer to run Brewmaster instead (since it has some more applications).” – This text is outdated. Since Elysiana’s nerf to 9 mana, most builds have dropped the extra shuffle because you can’t always be on the Coin.

      • Stonekeep - Site Admin
        June 18, 2019 at 4:18 am

        Thanks a lot for pointing it out – must have missed it. Updated it! 🙂

  5. Phoesias
    April 29, 2019 at 3:04 am

    there is not a single priest card

    What does it say about the current position of priest class.

    The raw Powerlevel of 90% of all priest cards are currently utter garbage

    • Phoesias
      April 29, 2019 at 3:38 am

      i mean:

      Priest has a 3 Mana +2/2 twin spell

      while Mage got a fill the fucking board with Giants and Priest Taunts Twinspell

      wtf blizzards seriously

  6. AryannaLao20
    April 28, 2019 at 10:16 pm

    Will there also be lists like this for Rare and Common cards?

    • GlosuuLang
      May 6, 2019 at 2:00 am

      Unlikely. Commons and Rares don’t take that much dust to craft, so it’s not a huge waste if you craft the “wrong” cards of these rarities. For commons the best way is actually to buy packs of the expansion you need. With 40 packs opened you should have almost all the commons.

  7. Stonekeep - Site Admin
    April 26, 2019 at 10:56 am

    Epic Crafting Guide was just updated for the Rise of Shadows Meta. Comments below this one might be outdated.

    Let me know if you spot any mistakes!

  8. Monkshow
    April 26, 2019 at 9:45 am

    Looking forward to the updated guide with Rise of Shadows!

  9. CD001
    January 28, 2019 at 5:57 am

    “Spreading Plague vs big boards. I think it’s the Classic Epic that EVERYONE should get” …. ummmm, Classic?

    • CD001
      January 28, 2019 at 6:05 am

      Ah – my bad, reading comprehension fail … ignore me 😉

      • Stonekeep - Site Admin
        January 31, 2019 at 7:46 am

        Hahah, no worries, it started in a new line so it kind of looked wrong 🙂

  10. Stonekeep - Site Admin
    January 24, 2019 at 7:02 pm

    Epic Crafting Guide was updated for the Rastakhan’s Rumble Post-Nerf meta.

    Comments below this one refer to the previous version of this article and might be outdated.

  11. GlosuuLang
    August 29, 2018 at 1:11 pm

    Kobolds and Catacombs is such a deranged set. Just look at ALL the epics that are good crafts our auto-crafts – 17 total. 3 of those were nerfed already: Corridor Creeper, Call to Arms, Spiteful Summoner. And Branching Paths and Carnivorous Cube could hit the nerf hammer in the future too. It’s just insane compared to the epics in other sets. I’m still missing many of those cards even though it’s the set I crafted the most epics from. And yes, I did open the only useless epic of the set four times: Shimmering Courser.

    • Stonekeep - Site Admin
      August 29, 2018 at 2:53 pm

      I agree, and it’s not just Epics. K&C’s power level in general was INSANE. It seems like Blizzard has this weird thing with last sets of the year – first Gadgetzan and now K&C. They both had very high power levels. On the one hand, I get it, they will be in Standard for the shortest period of time, so Blizzard wants them to have a big higher impact. But they want way overboard with that.

      I hope that they have learned from that mistake and the upcoming, 3rd set of Year of the Raven won’t be THAT powerful.

      • ChronicChaos
        August 31, 2018 at 12:06 am

        I definitely agree with you on the desire to have a weaker 3rd expansion for the Year of the Raven. That said, I would be okay with a similar power level to KnC and Gadgetzan as long as every class has a viable or semi-viable meta deck to play with. Part of (or most) the reason the post-nerf Witchwood meta was so fun to play was because there was a reliable way to make at least one deck work in the meta for each class. I’m hoping for something similar in the post-nerf Boomsday meta (and hoping the 3rd Raven expansion gives Priest some much-needed TLC 🙁 ).

  12. JoyDivision
    June 7, 2018 at 5:34 am

    To My Side! … from zero to hero.

    I should search for links regarding the shitstorm that card received. But I’m one lazy dude. 😉

    And +1 to ‘the end is missing’: It’s missing.

    • dps_kane
      June 8, 2018 at 3:39 am

      also the author of the guide here received a shitstorm, because before WW he listed it under “good cards to craft”, anticipating that there might be a nice updrift for this card once the kraken year rotates out….

    • CD001
      August 31, 2018 at 4:28 am

      Heh – you don’t have to search far, just look at the comments for the card on *this* site:

      My personal favourite being: “A hunter deck without minions??? Sorry what?”

      It’s been said, many times before, HS players are bad at predicting the power level of new cards…

      • JoyDivision
        September 3, 2018 at 12:29 am

        At least one thing’s for sure: To my Side! has the best golden animation of all cards from that expansion. 😉

  13. MilesTegF
    June 6, 2018 at 8:30 am

    I think the post is incomplete, not because it lacks something, but because it literally end on “…over the ladder, so were the Voidlords. After the balance changes, the deck’s”

  14. dps_kane
    June 6, 2018 at 4:27 am

    I already left my remarks on the legendary craft guide, would like to do the same here 😀

    # classic: I personally see more merit to craft sea giant than mountain giant. The latter is very powerful, but it really requires to play even warlock – I would rather place it in the good cards to craft. Sea giant sees more play imo as there are various board flood decks (even shaman, token druid, …) or even as a counter to these decks.
    As for the good epics to craft: I would not mention the following cards:
    – Cabal shadow priest: it sees very little play right now (haven’t seen one in ages, not even in decks with twilight acolyte). And there have been many times where this card saw little play in the past, too.
    – Far sight: played in one deck right now, which can leave the meta easily. This card is not good as a standalone. I am very confident that if someone really wants to play shudderwock, that person will check all the decklists out there and come to the conclusion that this card is necessary. For anyone else this card hasn’t seen play since we saw weird OTK decks….
    – Hungry crab: If it’s not a good craft right now, then it should not be mentioned here… kinda confusing. I mean…. It’s a counter card. One cannot play it if there is no murloc meta. Far sight or Cabal shadow priest can at least be played even without a support deck, but this card….

    # WW: agree on the best epics and I would remove also here the sandbinder from the good cards, for the same reason I’d remove far sight. It’s a combo piece for one deck only and might not see play ever outside of it (could be wrong, but a lot of epics could see play somewhere)

    #Un’Goro: total agree here on the best cards. I would add more decks where primordial is played, which is: niche shudderwock decks, dragon combo priest, taunt druid to name a few. This card absolutely rocks. I would leave Shadow visions under good cards, but I would point out that it is a staple card in almost any priest deck (it’s just that priest is not doing good right now) and also extremely powerful in wild

    # KFT: I agree with the choices, but I disagree with the short list. I mean, there are some KFT epics that can be considered good crafts, and for sure better general crafts than e.g. the classic epcis listed above, namely: obsidian statue (currently not really viable) and gnomeferatu (very much viable in control warlocks, even in wild warlocks, btw)

    # K&C: no real disagreement (except personal bias), one might want to mention next to the dragonhatcher that usually one copy is enough.

    In general: would it not be interesting to add some more comments about the “wild viability” of some cards? I primarily craft for standard, but I do also have wild in my mind. And some cards are good in standard, but unlikely to see much play in wild (e.g. corridor creeper, nightmare amalgam, corpse taker, …), while other cards might not shine in the current standard meta, but are likely to stay viable cards in wild even long time after rotating out of standard (psychic scream, UI, …).

    just my 2 cents 🙂

  15. FranCe5
    April 27, 2018 at 11:55 am

    Thanks for updating the list! Murloc Warleader didn’t make the cut but was referenced as being relatively better than Gentle Megasaur, which did.

    It’s early, yet, but we might be sleeping on Ratcatcher from The Witchwood set. Having the chance to destroy your Cube or Voodoo Doll while buffing your Rush minion is pretty good.

    For F2P players, Kobolds & Catacombs represents very good value. Every ten packs purchased gets you at least one from a very deep pool of quality Epic cards.

    • Stonekeep - Site Admin
      April 27, 2018 at 12:35 pm

      Oh, sorry, I meant to put it into Good cards from Classic! I cut it from the “Best” (since Murloc Paladin is no longer as popular as it was), and forgot to add it to the good ones. Silly me.

      I agree that the list might be incomplete, but it’s better to not recommend something than recommend something that might not see any play! I will update it again a few weeks from now once the meta settles down more.

    • Htlfdecks
      May 11, 2018 at 2:42 am

      Hi, how do you know that? 1 epic guaranteed every 10 packs?

      • FranCe5
        May 11, 2018 at 9:24 am

        My understanding is Blizzard uses a “pity timer,” so you are very likely — perhaps guaranteed — to get at least one legendary card in every 40 packs you open and one epic card in every 10 packs you open. Note: this applies to each set, so there are separate counters for The Witchwood, Kobolds & Catacombs, etc. Here’s a post from reddit:


        This has certainly been my experience. I started tracking several weeks ago and have consistently received at least one epic in every 10 packs and a legendary in every 40. The K&C expansion is full of strong epic cards, so it’s a good set in which to invest your gold.

  16. Krypt0nate
    April 2, 2018 at 10:43 am

    Iceblock will be HOF’d so probably want to update this article?

  17. Raemahn
    February 19, 2018 at 4:20 pm

    …and Corridor Creeper went from Best to not even on the list in one nerf.

    • Stonekeep - Site Admin
      February 20, 2018 at 1:49 am

      It was one of the biggest nerfs Hearthstone ever experienced, not counting total remakes. Usually cards gets +1 Mana or let’s say -1 Health, but in this case it was -3 Attack. Changing a 5/5 to 2/5 basically makes it nearly unplayable.

      The only deck it still can see play in is basically Evolve Shaman, because if you Evolve it, it still turns into a random 8-drop.

      • Raemahn
        February 22, 2018 at 10:23 am

        Yeps. On the plus side, I got a lot of dust for the pair of them. ?

        • Chris
          May 1, 2018 at 2:41 pm

          Of course, I opened a Golden one post-nerf, too late to melt for full value.

      • Raemahn
        June 15, 2018 at 1:21 pm

        Here we are four months later and I have yet to see anyone drop a creeper on me. I’d say the nerf was effective if the purpose was to kill the card. Glad I dusted the pair of them while I still could.

      • Zombie69
        August 29, 2018 at 11:50 am

        Actually, Odd Paladin also runs two copies. Since Odd Paladin is still one of the best decks right now, I’d say it’s still a good card to craft.

  18. Irishkid200
    February 18, 2018 at 8:13 pm

    Where is hungry crab? Murlocs are seeing quite a bit of play right now and I doubt they’ll be going away any time soon, and it’s essentially an autoinclude in aggro Druid because of that and it’s a low cost good beast.

  19. Benjaxoul
    February 18, 2018 at 8:49 am

    Should we get our dust back after wotg and gadgetzan leave standart?

    • Elzein
      February 18, 2018 at 10:23 pm

      You can dust the cards, but you only get their normal dust value. No full refund for cards that rotate to wild.

    • Stonekeep - Site Admin
      February 18, 2018 at 11:31 pm

      If you think about a full Dust refund, then sadly no, nothing like that happens. The cards will still be usable in the Wild and this is just a normal rotation.

      They only fully refund cards if they rotate them “out of schedule” to Hall of Fame. Since they’ve promised that the Classic cards will be available forever in Standard, when rotating some of them out they’ve “broken” that promise and refunded players with full dust (while leaving the card in their collection).

      We will probably get more announcements regarding this year’s Hall of Fame rotation soon, if it will happen at all (but I do think it will).

      • XPV70
        February 19, 2018 at 4:10 am

        Which cards could you predict going to hall of fame, if there is a HoF rotation?
        Is it worth keeping extra copies of these cards to get more dust, does that even work?

        I’m a new player and never experienced a rotation before :/

        • SauceAlfredo
          February 19, 2018 at 8:43 pm

          Currently, the community is pretty certain that ice block and alexstrasza will rotate out in HoF. After that, the community is a little bit divised about nourish, but most of them think that nourish will rotate out in HoF.

          Beside these card, i’m not aware of any other candidate. Others may help ^^

        • Stonekeep - Site Admin
          February 20, 2018 at 1:55 am

          Ice Block, Alexstrasza, Gadgetzan Auctioneer, Wild Growth, Doomguard and Preparation are some of the predictions.

          But those are only guesses – no one really knows what cards will rotate out (if any). Given that the rotation will happen with the first expansion of 2018, somewhere early-mid April, they should make an announcement soon if anything.

          But to answer your second question, no, there is no need to keep extra copies. You are getting a refund only for the amount of cards you can put into your deck – so 2 in case of Common/Rare/Epic and 1 in case of Legendary. However, there is a certain cool trick to gain more Dust if you don’t own a certain Legendary, for example.

          Refund for a Golden Legendary is 3200 Dust. So if you don’t own one, you can actually craft it before it rotates out, gain the full Dust refund (3200), and then Disenchant it for 1600 (normal value) to gain +1600 Dust. It only works if you don’t own a copy of that certain card. But don’t sweat about it yet, we will definitely explain it on the site if they announce Hall of Fame rotation 🙂

  20. Zantron
    February 18, 2018 at 7:37 am

    Hmm I am not sure if I agree with “Faceless Manipulator” listed under best epics of classic. Its certainly a good card in the decks where its used but there arent that many decks that can make use of it, the only ones I remember are renolock and cubelock (maybe I missed some that were popular whenever I took a break from this game). I would personally put it under “good epics” instead.

    • Stonekeep - Site Admin
      February 18, 2018 at 8:21 am

      The hard part about making lists like this is that you need to balance out cards that “see a lot of play right now” and cards that are just generally “solid crafts”. Given that Faceless is a Classic Neutral, and it has seen play in multiple decks ever since the Classic, I feel like it just belongs to the second category.

      It’s not only Warlock decks that used to play it. While it was most common (and amazing) in decks like RenoLock and Handlock, decks like Control Shaman, Worgen Warrior (and other Combo Warrior decks like Giants Warrior) or Ramp Druid also played it. If we go even further back, it was actually a common card in Miracle Rogue (Deckhand / Cold Blood combo).

      Even right now it’s played in Malygos Druid, even though that’s an off-meta deck.

      So my reasoning was that the card was never “must-craft” at any point, but it overall a good craft given how many times it has seen play in the past, and the fact that it’s commonly seen in the arguably most poweful meta deck right now.

  21. Advocaat
    February 18, 2018 at 5:07 am

    To my side! is terrible card by the way. Most of the spell hunter decklists don’t include it. I really don’t think it should be considered “good to craft” … Maybe good to dust.

    • Stonekeep - Site Admin
      February 18, 2018 at 6:04 am

      I thought that I explained it well enough in the post itself. Y’Shaarj is a really bad craft right now, because it rotates out in just about 1.5 months. Not to mention that a lot of players don’t have Karazhan. While I acknowledge that the Y’Shaarj version is better, this is the second best option and it’s more future-proof.

      To My Side! is not a bad card at all. It works very well in the Spell Hunter. It’s just that you simply CAN’T run both Barnes/Y’Shaarj combo and To My Side! (because it would be too inconsistent, it still works with Rhok’delar, but that’s 1 card and not 3 in total). If not for that, the card would be played, and it’s the second best option if you don’t have the Barnes/Y’Shaarj. And while Y’Shaarj will no longer be played in Spell Hunter after the rotation, I’m quite certain that To My Side! will.

      Not to mention that this list isn’t aimed at the pro players – they already know what to craft. If you’re a less experienced player, you can just as well play the slightly worse version at the lower ranks. In terms of fun, it should be even better – Barnes version is really unfun in a way that you so often need to high-roll your way to victory and drawing Y’Shaarj is a terrible feeling.

      • Advocaat
        February 18, 2018 at 7:55 am

        You’re right about barnes and all that stuff but I still think you overestimate the quality of the card itself. It really isn’t great at all. The fact that it is specifically designed for spell hunter, yet no spell hunter runs it, speaks for itself.

        • Stonekeep - Site Admin
          February 18, 2018 at 8:14 am

          Like I’ve said, it only speaks about the fact that Y’Shaarj version is just better. If not for Y’Shaarj, every Spell Hunter would run it. Two Animal Companions on Turn 6 is not bad at all, especially since it fits right after the Spellstone (if Wolves survive, rolling Leokk makes them so much better and if they die, it’s a board refill). But you just can’t run those two cards together, that’s the deck’s restriction.

          Let me give you another example – Northshire Cleric is a great card, yet Highlander (Razakus) Priest only used one copy. Does it mean that the card is not good enough to play two copies? No, it just means that if you want to run other, better cards, you need to restrict your deck building.

          I am 100% sure that the card will see play in Spell Hunter after the rotation, unless another amazing incentive to play minions arises (like the Barnes/Y’shaarj in this case), but I don’t think that they would do that considering how people hate Barnes now.

          • Advocaat
            February 18, 2018 at 8:43 pm

            Even more reason for people not to craft it. You basically recommend a card because it may get played after standard rotation. Maybe you’re right and it will be played but how can you know that spell hunter is going to be a thing then? Maybe it will be a bottom tier deck. To my side! is definitely not supposed to be on any “good epics to craft” list right now.

          • Stonekeep - Site Admin
            February 19, 2018 at 3:52 am

            You’re still missing my point. I don’t recommend it because it might get played after the rotation. That’s just one of the reasons.

            Barnes + Y’Shaarj combo is 1400 Gold (or $14) + 1600 Dust. 2x To My Side! is 800 Dust. That’s a massive difference.

            Barnes + Y’Shaarj has exactly 0% chance of seeing play in 1.5 months, because it will rotate out. Even if you don’t think that To my Side will see play, it still can, unlike those two.

            I haven’t even once said that To My Side are better in the deck than Barnes + Y’Shaarj. But if you’re a more new/casual player and you absolutely want to play the deck right now, you can do it for a much lower investment by crafting To my Side + it will still be playable after the rotation.

            The card is on the list for the reasons I’ve already explained (not only in the comments, but next to the card itself too). People have their own brains and can decide whether they want to craft it or not after I explicitly said that it’s NOT the best-in-slot, but the best-in-slot combo of Barnes + Y’Shaarj is expensive and rotating out very soon. If you want to play the deck, you need to have either one or the other, and if I was a new/budget player who wants to play the deck, I’d definitely want to save 800 Dust and 1400 Gold.

  22. Leo
    February 17, 2018 at 2:49 am

    Pretty sure Voidlord should be under Best Epics for K&C *sighs*

    • Michallut
      February 17, 2018 at 5:52 am

      I’m pretty sure you are right

    • Stonekeep - Site Admin
      February 17, 2018 at 7:54 am

      My god, sorry. I wanted to split them between Class & Neutrals first and then merged them together (because the split seemed a bit needless). Voidlord had to disappear somewhere along the way. Adding it now.