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.
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 Epic Cards to Craft
Doomsayer – It’s been one of the most played cards for the last few expansions. Turn 2 Doomsayer often saves your skin against Aggro, and there are some interesting combos like the one with Frost Nova or Spreading Plague vs big boards. I think it’s the Classic Epic that EVERYONE should get, because I doubt that it will ever completely disappear from the meta.
There are LOTS of good Epics from the Classic set, but they mostly fit only into a single, specific archetype. Craft them only if you want to play that specific deck.
Big Game Hunter – Before the card’s nerf (it used to cost 3 mana back in the day), it was present all over the ladder. However, after the nerf it’s only played in a specific meta and in specific decks, such as decks that don’t have access to other removals or Odd decks with limited options.
Blood Knight – The card got popular during Boomsday Project, it’s a tech card vs Giggling Inventor. While it’s an amazing craft RIGHT NOW if you play Aggro, I can’t put it in the “best cards” category yet. There is a high chance that Giggling Inventor will get nerfed, and Blood Knight will become obsolete.
Brawl – A staple Control Warrior card. It’s also an Odd-costed card, so it fits into Baku the Mooneater Warrior builds. The card will get back into the meta any time there’s a slow Warrior deck out there.
Cabal Shadow Priest – One of the most cheeky Priest cards – it has seen play on numerous occasions. It got much better recently, since you can combo it with Twilight Acolyte to steal anything in the late game.
Faceless Manipulator – Faceless Manipulator is usually used as a part of a combo, but it can also be utilized to copy a big minion (either from your side of the board or from the opponent). It mostly goes in and out of the meta with combo decks that use it.
Gorehowl – Good Control Warrior weapon, but you definitely don’t want to craft two – most of the decks that run it, run only a single copy.
Mountain Giant – Mountain Giant is the most played Giant in Standard since the game’s release. It will always see play as long as decks with high hand size are played – mostly slow Warlock, but more recently it has also seen play in Elemental Mage
Pyroblast – Back in the day, it was played in Freeze Mage as one of the finishing spells. Right now it’s more common in a faster, more aggressive Tempo Mage. Not necessary to play the deck, but often a good choice.
Shield Slam – Just like Brawl, it’s another Control Warrior staple. Cheap, efficient removal is great, and just like Brawl it fits into the Baku builds.
Year of the Raven (2018) Sets
The Year of the Raven consists of The Witchwood, The Boomsday Project and one more expansion that will come out later in 2018 (around December). All three sets will rotate out of the Standard format with the release of the first expansion in 2020.
The Boomsday Project Epic Cards to Craft
Supercollider – Very underrated card, turned out to be exactly what reactive Warrior decks need. Great mid game removal in Odd Warrior, can often clear 5-6 minions with a single card over a few turns.
- Example Deck Type: Odd Warrior
Dreampetal Florist – Dreampetal Florist is a combo card. It can be used to make the current combo decks more consistent in case Twig of the World Tree gets destroyed, it will also be much more useful in the future, when Twig is gone from Standard.
- Example Deck Type: Togwaggle Druid
Astromancer – Used by some of the Big Spell Mage builds. Since your hand size is quite big most of the time, and you don’t really have many proactive plays (especially before you get your Frost Lich Jaina), it works quite well.
The Witchwood Epic Cards to Craft
Wispering Woods – Could be the most important card in Token Druid, which is one of the best decks on the ladder right now. It floods the board with 1/1’s, often combined with Soul of the Forest, to make a big, sticky board and to play Savage Roar or Branching Paths on the following turn.
- Example Deck Type: Token Druid
Arcane Keysmith – You can play Secrets without putting them into your deck, which is nice in lots of situations. Played mostly in Big Spell Mage, but also in some Tempo Mage builds.
Nightmare Amalgam – A well-rounded minion, which can fit into all sorts of deck archetypes – Dragon, Pirate, Murloc etc. However, right now decks built around tribes are not very popular. It’s very likely to see more play before it rotates out, though.
Rat Trap – Spell Hunters are looking for a way to fill the gap that Cat Trick rotation from Standard has created. Rat Trap is one of the ways to do it. However, it’s still not a mainstream Secret choice, and there are definitely other options.
Sandbinder – It’s very common in Shudderwock Shaman, as a way to grab some of the Elementals you play (including key combo piece – Grumble, Worldshaker. However, the card is not a must-craft, since it can be quite reliably replaced with another draw source – even by a basic Gnomish Inventor.
Town Crier – In a vacuum, the card is absolutely nuts – 1/2 for 1, which draws a specific card is amazing. However, it doesn’t see that much play, simply because the Warrior decks with Rush minions aren’t very good/popular. But I believe that it should see more play later during the expansion’s cycle.
Year of the Mammoth (2017) Sets
The Year of the Mammoth consists of Journey to Un’Goro, Knights of the Frozen Throne, and Kobolds and Catacombs. All three sets will rotate out of the Standard format with the release of the first expansion in 2019.
Journey to Un’Goro Epic Cards to Craft
Gluttonous Ooze – It might not seem like one of the best crafts, since you can replace it with Acidic Swamp Ooze on the budget, but it might be worth your Dust. For example, the Armor gain is often important, some decks have a crowded 2-drop slot already and prefer a 3 mana card, and most importantly, some of the decks just can’t play the 2 mana version, because they run either Prince Keleseth or Baku the Mooneater.
Primordial Drake – Big Taunt, Dragon (for the sake of synergies), AoE damage, all in one card. It’s a great card in multiple builds and a staple Epic from Un’Goro.
Vilespine Slayer – One of the best tempo removals in the game – not only you can clear any minion for 5 mana, but you also put a 3/4 body (which is worth 3 mana) into the play. Used in many Rogue decks.
- Example Deck Type: Odd Rogue
Blazecaller – Good card in Elemental builds – it provides big body and a very powerful Battlecry. Since Elemental synergies are focused around minions, having a minion + removal in one is great in those decks. No reason to craft it unless you want to play Elemental decks, which aren’t popular right now, though.
Bloodbloom – A necessary piece in Mecha'thun Warlock deck. Once you hit fatigue, you play Mecha’thun (discounted by Galvanizer), Bloodbloom and Cataclysm, immediately winning the game. Mecha’tun Warlock is really niche, though.
Bright-Eyed Scout – If you run a deck with lots of high cost cards (e.g. Big Spell Mage, Big Druid), then this might be a good card draw option for you. It has above average stats (baseline for a 4 mana card draw is 2/4), and drawing a high cost card you can play on the curve can sometimes win you the game if you hit the right one.
Charged Devilsaur – Used to be a very popular Epic last expansion, but then a faster, Egg-oriented build has pushed out a slower Recruit Hunter. The new build rarely runs Devilsaurs, but some decks still do. It can also be played in Devilsaur Cube Druid, but it’s a very niche deck.
Meteor – Great in slow Mage decks, good combination of single target and AoE removal. Players often forget to play around it, making it even better. Staple if you want to play Big Spell Mage.
Shadow Visions – Similarly to Primordial Glyph, a great Priest card, which you can use to pull out specific spells from your deck. It works best in combo decks, but it’s just a solid, flexible Priest card overall. I can’t put it into best crafts, though, because Priest isn’t in the best shape right now.
Knights of the Frozen Throne Epic Cards to Craft
Ultimate Infestation – One of the most powerful cards released last year, it took Druid to the next level. The card does everything – removes a minion, creates board presence, gives Armor and most importantly, draw TONS of cards. It’s even better in Druid than it would be in other classes, because of the ability to ramp.
Skulking Geist – Used to be a Jade Druid counter, but it’s just good against any deck running key 1 mana spells. It still works great against Druid (Naturalize), but also against Hunter (Tracking, Hunter's Mark, Play Dead) and some other decks.
Drakkari Enchanter – A niche card that found its home in Big Druid, thanks to the Master Oakheart. If it pulls it alongside Dragonhatcher, then you get two big Dragons out instead of one, plus two high priority removal targets instead of one. Doesn’t see play outside of that deck right now.
Gnomeferatu – Between the fact that Control Warlock games often get to fatigue, and that combo decks are quite popular in the meta, Gnomeferatu is a solid card in the deck right now.
Kobolds and Catacombs Epic Cards to Craft
Arcane Tyrant – 0 mana 4/4 is never bad, so if you play a deck running bigger spells, this card can really come handy. Most commonly seen in different Druid builds, but also Big Spell Mage.
Branching Paths – It’s Turn 4 vs slower deck and you have nothing else to do? Draw 2 cards. You play against Aggro or Combo deck that puts pressure on you? Gain 12 Armor. You’ve just created a full board with Spreading Plague or something similar? Give them +2 Attack. You can even mix those however you want, making it one of the most flexible cards in the entire game.
Carnivorous Cube – This card can give you a lot of value or tempo, depending on what you combo it with. While it started as a nearly exclusively Cube Warlock card, it now sees play in lots of different deck – Deathrattle Hunter, Taunt Druid, Deathrattle Rogue etc.
Void Ripper – A pretty common tech card. While it didn’t see much play at the beginning, it turned out that flipping the stats has many good uses – dealing with Doomsayer, Shaman’s Totems and Spreading Plague, trading your small minion up, burst damage with low attack / high health board etc.
Corridor Creeper – Nerfs hit this card hard. It used to be the most common card on the ladder, and after the balance changes it didn’t see almost any play. Right now it’s played in Odd Paladin, because it’s so easy to reduce it cost to 0 when you create that many tokens – and a 0 mana 2/5 is still solid. It can also be played in Tempo Shudderwock Shaman, since the deck runs Unstable Evolution and Thrall, Deathseer, and Creeper is an amazing Evolve target.
Dragonhatcher – Commonly seen in the Big & Taunt Druid builds. It’s already solid by itself, since you can pull out a big Taunt Dragon from your deck + possibly another one on the following turn if it’s not answered. But it’s even better if you can pull it from Master Oakheart, creating a massive board your opponent simply has to AoE down immediately.
Dragon's Fury – Great craft if you play Big Spells Mage. The worst case scenario (rolling a Polymorph) is a 4 AoE damage for 5 mana, which is pretty good already. And then rolling a 7 mana spell clears most of the big boards.
Fal'dorei Strider – Played in Miracle Rogue as the main “tempo” win condition. While it’s initially a tempo loss (4 mana 4/4 with no immediate effect is bad), given how much the deck can cycle, you should be able to draw the Spider cards quite quickly. In the long run, they put a lot of pressure on the opponent and force him to clear the board again and again.
Level Up! – A must-have card in Odd Paladin, but Odd Paladin is no longer the best Aggro deck in the meta. Still, if you want to play it, you NEED Level Up – it’s basically your main win condition, as you turn a board full of 1/1’s into something way more scary.
Psychic Scream – It’s a solid Priest AoE removal, working especially well against boards with multiple tokens (because not only you’re dealing with a big board, but you also flood your opponent’s deck with bad draws). Commonly played by slower Priest builds, especially those combo-oriented that don’t care about fatigue.
Reckless Flurry – After Sleep with the Fishes has rotated out, Warrior was looking to fill that gap in the AoE removals and Reckless Flurry fits right in. Now that Odd Warrior has gained more popularity, it’s basically one of the most important cards in that build.
Spiteful Summoner & Grand Archivist – I put those two cards together, because they usually come as a package (2x Spiteful and 1x Archivist). Ever since it was nerfed, the combo nearly disappeared from the ladder, but some people still play it. Right now, Spiteful Druid is an off-meta, but pretty good deck.
Twilight Acolyte – Used to be staple when every Priest deck was running Dragon synergies. Right now, those are less common, but Twilight Acolyte is still a solid card, which sees play in some Control builds.
Voidlord – When Cube & Control Warlock were all over the ladder, so were the Voidlords. After the balance changes to Possessed Lackey and Dark Pact, Voidlord is not as omnipresent as it once was, but it’s still absolutely necessary in those decks.