With a flash of orange and a shout from the Innkeeper, opening a Legendary card in a Hearthstone pack is certainly exciting. Unfortunately, most Legendary cards are not competitively viable. In many cases, you’d get more mileage out of the 400 dust than the card itself. This guide provides a list of “Safe” to Disenchant cards for the current Standard meta. Used in conjunction with our Legendary Crafting Guide, you’ll be able to make the most of your resources in Hearthstone.
Before you dust any cards, make sure this list has been updated for the current meta!
Wild Hearthstone Legendary Cards
This list is created for Standard format, so if you’re a Wild player, read this carefully!
Since the inception of the Wild format, Hearthstone players have been left with the difficult decision of whether to disenchant cards that rotate into Wild. While there is a smaller player base and less competitive play than Standard, Wild offers a lot of unique synergies with nostalgic cards.
The questions you must ask yourself in determining what to do with your Wild-specific collection are “How much value does the dust have to me now?” and “What is the likelihood I become infatuated with the format down the road?”. No one but you can decide what the “best” choice is in this case.
Since Wild is an eternal format, outside of some fringe cases, you can NEVER predict whether a certain Legendary won’t become playable in the future. Maybe it will happen next expansion, maybe next year, or maybe 10 years from now. If you’re playing Wild format a lot, the safest approach is to never disenchant anything. If you’re playing Wild a little, or you think that you might get into the format in the future, disenchanting and you’re short on Dust, disenchanting bad Legendaries might be an option. And finally, if you’re absolutely sure that you will never touch the format (and you don’t mind being handicapped in some of the Tavern Brawls), you can consider getting rid of every Wild card.
Hearthstone Card Pack Changes
Shortly before the release of Knights of the Frozen Throne, changes to Hearthstone pack openings were made. They have an impact on the decision not only of whether to disenchant Legendary cards but also when to disenchant them. Because it is no longer possible to open a Legendary card that you already have in your collection, it makes sense to hold onto Legendaries for sets from which you are actively opening packs. While you won’t get the immediate dust from the card, it will save you the pain of opening that card in a later pack. This becomes more important as your collection within a particular set grows and fewer Legendary cards become possible to open.
Likewise, the number of packs you intend to open within a set is an important consideration. If you have plans to open several more packs of a given expansion, you may wish to hold onto all Legendaries within that set. Once you’re done cracking open packs for that set, however, you’re generally safe to start dusting cards. Even if you happen to get some free packs from Blizzard, it’s unlikely that you’ll open any Legendary in such a small amount of packs, let alone one you already disenchanted.
Which Sets Should You Disenchant From
Disenchanting Legendary cards is inherently risky. You’re gaining 400 dust for a card that costs 1,600 dust. This results in a net loss of 1,200 dust should you decide to craft a previously disenchanted Legendary down the line. While no one can predict how much support a particular card will get in future sets, by considering the set of the card in question you can mitigate some of the risks.
With this in mind, it is recommended that you’re more conservative with your decision to disenchant Legendary cards from the current year and, more specifically, the most recent set. Soon after an expansion release, Arcane dust becomes precious as players look to craft new decks. However, the meta takes time to settle and what may seem like a safe disenchant two weeks after release may be a sleeper card that is found to be quite potent later in the set’s life.
Cards from Classic Set are also inherently risky ones to Disenchant, since they will remain in Standard forever. On the other hand, we had a lot of time to determine which of them are strong and which aren’t, meaning that we can somewhat accurately predict the cards that are simply not good enough to see play.
Finally, it’s worth restating that no one can accurately predict the long-term viability of Legendary cards. In the past, we’ve seen Legendary cards go from unplayable to meta-breakers with just a little support. This guide uses the information we have available to us now to make educated recommendations for disenchanting cards. We’re not psychics, we don’t know what new cards will be released or what the future metas will look like. So in the end, it’s the responsibility of the player to decide to dust or keep any of the cards listed.
“Safe” to Disenchant Legendary Cards
Hearthstone Legendary Disenchanting Guide Table of Contents
This guide breaks down Legendary Cards for each set into Safe to Disenchant and Probably Safe to Disenchant. Safe to Disenchant Legendary Cards can be confidently converted to dust as they are unlikely to see play in the current meta, nor are support cards likely to make them any more playable. Probably Safe to Disenchant Legendary Cards do not see play at the moment, but an expansion bring them more support may propel these cards into viability in the future. All of the cards in this list are currently played in less than 1% of decks, according to data from HSReplay.net.
“Safe” to Disenchant Legendaries from the 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 Legendary cards. Due to their unrestricted duration in the Standard format, Classic Set Legendary cards are more likely to remain playable than those released with expansions so some additional restraint can be exhibited when disenchanting Classic Set cards.
The Classic Set has a higher density of Legendary cards than other sets. It’s no surprise, then, that there are quite a few Safe to Disenchant Legendary Cards in the set. A little more caution can be given to Legendary cards in the Classic set because they will be apart of the Standard format for a long time to come and Tavern Brawls continue to award Classic packs.
Gruul – On paper, Gruul seems like a single card powerhouse – growing in strength every turn. However, when you invest eight mana into a single minion, you want more of an immediate effect than this card provides. While Gruul will be a great card in most of the Basic decks, he’s largely a victim of other, more powerful options being available to more advanced players.
Hogger – Even though the “infinite value” of summoning a new Taunt every turn is tempting, in reality he rarely survives past the first turn, making him not much better than an overpriced Silver Hand Knight. The 4/4 body is just too easy to deal with in the late game, even through a 2/2 Taunt.
Illidan Stormrage – Illidan is, unfortunately, not prepared for opposing minions or spells. The weak stat line of both the Flame of Azzinoths and Illidan himself means that they’re too easily removed by opponents to be a viable threat.
Lorewalker Cho – While he’s a top-performer in the meme meta, Lorewalker Cho is infrequently a card you want to play in your deck. Even in a minion-heavy deck where the downside is unlikely to affect you, a 0/4 body doesn’t offer much.
Millhouse Manastorm – Everyone’s favorite gnome provides a great body for two mana, but the drawback is far too punishing for Millhouse to see competitive play. While he is sometimes played in decks running Call to Arms, it’s still more of a meme than an actual strategy – all kinds of stats indicate that those decks are better without him.
Nat Pagle – Nat Pagle is a prime example of why micro-changes are very difficult in Hearthstone. Before a small change, Pagle was present in nearly every single Hearthstone deck. As soon as his text was changed from “At the end of your turn,” to “At the start of your turn,” the jolly fisherman immediately disappeared and never came back.
Nozdormu – The concept of punishing slow-playing opponents is certainly tempting, but it comes at too much of a cost with Nozdormu. On turn nine, you really want to get more stats in play than this dragon provides. Quick-thinking Hearthstone players would be better served holding out for a speed game mode than holding on to Nozdormu.
Onyxia – 9 mana for a board flood seems pretty good, but the problem is that it has no immediate impact, and most of the decks are well-equipped to deal with 1/1 minions, plus her value goes down significantly if you have some minions on the board already. While Onyxia has seen a bit more Constructed play than the rest of the cards on this list, it was never a necessary part of a competitive deck before. Even at the times when some pro decided to add it as a late game option, it was an off-meta choice that didn’t stick.
The Beast – Paying six mana for a 9/7 doesn’t sound all that bad. Giving your opponent a free minion, however, is usually not a good idea. In addition to the drawback of the Deathrattle, the somewhat fragile nature of The Beast makes it easily managed by opponents. If they use a single card to remove it, not only they traded them 1 for 1, but they also got a 3/3 for their trouble.
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 (most likely around April 2019).
“Safe” to Disenchant Legendaries from the Journey to Un’Goro Set
Jungle Giants – For a while, Quest Druid was a fine deck which has started to see some meta play. However, a certain patch has changed the ordering rules, nerfing the Quest Druid significantly. Now a less than 5 Attack minion, which transforms into a 5 Attack minion (e.g. Faceless Manipulator) no longer counts for the Quest, making the Quest even more difficult to complete. Not to mention that Druids have no reason to run Quest now, thanks to the cards like Twig of the World Tree or Dreampetal Florist, which can be used to activate their combos more easily.
King Mosh – Warrior’s Legendary has seen a bit of constructed play in Control Warrior builds, but it was never considered a mainstream option. Not only Warrior has access to better board clears, but you just need to run Whirlwind to activate Mosh, making it a two cards combo. Without Whirlwind, it’s often completely useless. It’s definitely not going to see any play before it rotates.
Open the Waygate – Once a solid Quest, which made Exodia Mage a semi-viable deck on the ladder. However, after the last rotation, the deck has lost not only multiple ways to get Quest triggers (such as Cabalist's Tome, but also its most powerful defensive mechanic – Ice Block. It is extremely unlikely that it will see any serious play before it rotates out.
Ozruk – Chaining Elemental synergies has seen some play in a few classes from time to time, but all elemental decks have one thing in common: they exclude Ozruk. Typically, Elemental decks want to play minions on curve turn after turn. This strategy is effective, but often leaves too few cards in hand by turn nine to make Ozruk a substantial threat (or even road block), given that you need to play at least two Elementals to make him worthwhile. He’s also really vulnerable to Silence and removals for a card that takes your entire late game turn and requires a set up.
Sherazin, Corpse Flower – For a time, Sherazin was a staple in Miracle Rogue decks. Now, the once barren 4-mana slot is more competitive. For example, Fal'dorei Strider does a very similar job of being a recurring threat, but much more consistently, and you can even play two of them. And since both will rotate out at the same time, it’s safe to assume that Sherazin won’t see any more Standard play.
Swamp King Dred – 9/9 for 7 mana, with an upside, looks great on paper, but in reality his effect isn’t always an upside. If your opponent wants to kill it (and he probably does), it can give the minions in his hand a sort of Charge/Rush effect that lets them attack it immediately. Not to mention that the big body has no protection from single target removal. Even Recruit Hunter, the slowest Hunter version there is right now, prefers more immediate effects of King Krush or Charged Devilsaur.
The Last Kaleidosaur – If Galvadon is any indication of the strength of the Kaleidosaur, it’s no surprise they died off. Adapting five times is fun, but dumping your entire win condition in a single minion is a recipe for disappointment when the removal inevitably hits.
The Marsh Queen – Infamously predicted to be a game breaker, the Hunter quest never had a chance at living up to expectations. A critical problem with the quest mechanic is that you have to give up your turn one in a deck that is built around 1 mana minions. Another issue is that a deck full of 1 mana cards is still pretty bad in the mid/late game, even after shuffling the overpowered Carnassa's Brood into it.
The Voraxx – Yet another victim of the pace of Hearthstone. A 3/3 on turn 4 is easily removed and most buffs that would give you value after duplicating cost a significant chunk of mana, meaning that you can’t reliably use it in any deck, even those that run a significant amount of buffs.
Unite the Murlocs – Even in the Wild format, where Shaman has got a lot more Murloc support, this Quest just doesn’t work. In Standard? It’s even worse. Not only Murloc Shaman isn’t a thing, but a Murloc deck, which is inherently Aggro, doesn’t want to skip Turn 1 most of the time, because that lowers the win rate significantly. Playing 10 Murlocs is also rather difficult ever since Call in the Finishers has rotated out.
“Safe” to Disenchant Legendaries from the Knights of the Frozen Throne Set
Arfus – Everyone’s favorite doggo has seen some play in the most greedy Quest Priest builds, but paying 4 mana for a 2/2 body is hard to stomach even in those. The tempo loss is unbearable against Aggro, and if you want to have Death Knight cards against Control, you just put The Lich King into your deck, which is just way better.
Blood-Queen Lana'thel – Even when players experimented with slower Discard builds, Blood-Queen was usually excluded. She suffers from the weakness of the archetype as a whole, but it’s also hard to actually get her into play, because a lot of time she becomes the card that you drop after playing a Discard effect. She would need to have some extra effect when SHE is discarded in order to be even somewhat viable.
Bolvar, Fireblood – Even though Bolvar has seen some play initially, the Divine Shield archetype of Paladin just never took off, and it’s doubtful that it will in Standard, given that it rotates out very soon.
Lilian Voss – A four mana 4/5 is never bad, but you wouldn’t exactly put Chillwind Yeti into your deck. The card is not very consistent, often replacing your perfectly fine spell with something worse. More importantly, Rogue usually wants to keep their own low-cost spells to pair with Gadgetzan Auctioneer, trigger the Combos or generate tempo. The only way to use her is in Tess Greymane deck, but even those don’t really want to run Lilian Voss.
Moorabi – The Freeze mechanic received just enough cards to pique interest, but not quite enough to result in a new archetype. Even if the archetype took off, a 4/4 for 6 mana with a rather awkward effect still most likely wouldn’t see any play.
Prince Valanar – At first, players have thought that Prince Valanar will be the strongest one of the three, but it turned out that it’s the opposite. While Aggro decks can afford to sacrifice other 2-drops to get an increased tempo for the rest of the game by using Prince Keleseth, and some decks just don’t run any key 3-drops, and Prince Taldaram‘s combo potential is utilized in them, when it comes to Valanar, no deck really wants to sacrifice 4-drops for a slightly-above-average minion. Because to be honest, a 4 mana 4/4 Taunt with Lifesteal could be a perfectly fine Legendary without the “no other 4 mana cards” requirement.
“Safe” to Disenchant Legendaries from the Kobolds and Catacombs Set
Note: Marin the Fox is not on this list simply because he can’t be disenchanted, not because it’s a good card.
Dragon Soul – Many players have tried to make it work, but it just didn’t. Even the most spell-heavy decks like Combo Priest rarely cast three spells per turn, not to mention the lack of immediate impact in case of weapon removal. This card has some potential, but it’s incredibly hard to make it work.
Ixlid, Fungal Lord – The card has seen some play in then niche Quest Malygos Druid deck, but not only the Druid was nerfed hard recently, but the Quest was also hit by the mechanic adjustments before that. Not to mention that simply better options were introduced. For example, now with Flobbidinous Floop, Ixlid is just not needed in Malygos Druid.
Temporus – Even though Temporus has some merits in certain, combo-based Priest builds, it’s just too risky to run. It’s like a death sentence against any aggressive deck, or against some combo decks, but even most of the slow decks can take advantage of an extra turn most of the time and just kill you before you kill them.
The Darkness – The card is bad, because it’s INCREDIBLY slow. You spend 4 mana and a card for it, and you might not see the 20/20 body until much later into the game. Or even never. Given that there is a high chance that the last candle would be near the bottom of your opponent’s deck, most of the time you won’t even see the 20/20 at all. And even if you do – you telegraph it pretty hard, giving your opponent time to prepare. There was a brief time when The Darkness was seen as a tech card versus Highlander Priest. Shuffling three candles into their deck deactivated their Raza the Chained and Kazakus. But even back then, it was a questionable choice. Then it COULD be used as a counter to Spiteful decks (them getting a random 4-drop is much better for you than them getting a random 10-drop). Right now, it doesn’t make sense to run it, as Highlander cards have rotated out and Spiteful got nerfed and doesn’t see any play.
The Runespear – A Tortollan Primalist on a stick, the Legendary Shaman weapon is unlikely to see much more play than its shelled counterpart. Shaman hasn’t got enough spells that are always good, no matter what the board state looks like, to make this card work. Picking a seemingly powerful spell such as Hex or Volcano can often backfire by clearing your own minions instead, and on the other hand, using it when you have no minions on the board makes many different options useless. The card was tried out in some Midrange & Even Shaman builds, but it was quickly dropped from those.
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 (most likely April 2020). Keep in mind that these sets will remain in Standard longer than Year of the Mammoth sets, meaning that these predictions might be less accurate in the long run. There’s no telling what synergies might be printed in the expansions that are yet to come.
“Safe” to Disenchant Legendaries from The Witchwood Set
Blackhowl Gunspire – This card would at least need to have Taunt in order to be viable. While it has a powerful combo with Warpath, you can’t really do it immediately – you have to wait a turn, which basically means that you give your opponent time to either clear or Silence it. You can Recruit it from Woecleaver and then have rest of the mana to combo it, but even then it’s only alright – there are simply better cards you can Recruit (including Rotface, summoning a random Legendary is generally better than dealing 3 random damage). It’s a fun card, but it just doesn’t work.
Duskfallen Aviana – While playing a big minion or Ultimate Infestation for 0 mana definitely sounds tempting, the issue with this card is that you give your opponent a chance to do it first. It’s pretty easy for them to first play the highest cost card in their hand and then answer this card. Playing Duskfallen Aviana will most likely swing the tempo heavily, but in your opponent’s favor.
Emeriss – Emeriss is a fun Legendary to play, without a doubt. However, even the slowest Hunter archetypes, like Recruit Hunter, simply have no time to run a 10 mana 8/8. Doubling the stats of minions in your hand seems good, but if your minions are big already, it often doesn’t matter that much – they die to the same removals anyway and you win the game if they aren’t removed. And if you play a deck that runs a bunch of small minions, you won’t likely save them until Turn 10. The only good way to use Emeriss is to set up a combo, for example by doubling the attack of a Charge minion. But combo decks like that also don’t look very promising.
Face Collector – He only fits into Tess Greymane decks, which are already completely off-meta, and even in those decks he’s a rare choice. It’s a nice source of extra value, and if you play those Legendaries from other classes, getting them back with Tess is always nice. But the card is just too slow for Rogue class – paying 3 mana for a 2/2 body is not great, and the random Legendaries might be pretty useless. Tess decks also rarely suffer from the lack of value. It’s not the worst card in the game, but if it’s not even necessary in the archetype it was meant to be played, then what can you do with it?
Lady in White – The card was vastly overrated before Witchwood’s release. While her effect is really powerful in theory, in practice building a deck around her is a really bad idea. Not only do you have to draw her first, but then you have to play a 6 mana 5/5, and she doesn’t even affect cards in your hand, so everything you have there will remain unbuffed. She MIGHT fit into a deck that already runs a lot of low attack / high health minions as an extra win condition in the future (hard to say given that she will remain in Standard for 4 more expansions), but right now she’s nearly useless.
Splintergraft – This card is just so slow. Not only do you have to stick a minion you want to copy to the board, but then you need to drop an 8 mana 8/8 AND spend extra 10 mana on playing that minion again. Sure, some combos sound fun (like the recent combo with discounted Mulchmuncher), but the card is still very clunky.
Toki, Time-Tinker – It’s a value card, but it’s way too random to be competitively viable. Let’s start with the fact that a 6 mana 5/5 is usually too slow to see Constructed play unless it has insane effect. Of course, it can give you some great cards, such as Ragnaros the Firelord, Sylvanas Windrunner or Dr. Boom. But on the other hand, remember how many below average, bad or even completely useless Legendaries this game has. The chance to get one of those is much higher than high-rolling one of the best cards.
“Safe” to Disenchant Legendaries from The Boomsday Project Set
Boommaster Flark – Even though Hunter would love to play 8 mana 5/5 that deals 8 damage to the opponent through any Taunts and such, the problem is that it needs activating first. Creating four Goblin Bombs is cute, but since they don’t do anything immediately, you give your opponent time. Not to mention that you need another card to actually trigger them, making it a rather poor 2 cards combo. In theory, it could create some Mechs for Magnetic synergies, but Mech Hunter is not something that works. We would probably need another Mech expansion for this card to MAYBE see play.
Dr. Morrigan – In the perfect case scenario, when you have no minions left in your deck, you play Dr. Morrigan into Baleful Banker and then have infinite 5/5’s (because Morrigan will replace herself with Morrigan etc.) until you draw the 2nd copy or it gets Silenced. But when the best case scenario is so clunky, then this card simply doesn’t work. Recruiting is a powerful effect, but not when it comes on an 8 mana 5/5 and has no restriction. You would need to have only 8-10 mana minions in your deck for it to be worth it, and even then I’d just prefer to have a big threat right away on the board, than a 5/5 that can get Silenced to negate all the value. It’s just hard to see any serious use for this card.
Flark's Boom-Zooka – The Boomsday Project is filled with crazy cards, and Flark’s Boom-Zooka is definitely one of them. This effect is very powerful, but at the same time it’s almost impossible to fit it into the deck. If you want to make this card work, your deck need to be full of two types of cards – big minions and minions with powerful Deathrattles. It seems like Recruit Hunter and such fit that description, but it’s not nearly true. You would need to remove all of the minions that are played for their Battlecry (e.g. Prince Keleseth, Stitched Tracker, Terrorscale Stalker, their effect (e.g. Houndmaster Shaw). You would also need to get rid of Witchwood Grizzly, because attacking something for 3 and then it dying is not really impactful enough. Even Devilsaur Egg is questionable – while sure, you get a 5/5, it doesn’t attack anything, since it has no attack value. Then, even big minions such as King Krush or Charged Devilsaur are awkward to pull out – sure, they will definitely clear some random minions, but that’s it, they will just die right after as well as you will lose them from your deck. As you can see, this card is like a deck building nightmare – unless you restrict it really heavily, it just won’t work, and restricting it so much makes it pretty bad.
Harbinger Celestia – Celestia is a bit like a 4 mana version of Mirror Entity which your opponent knows about. Which is obviously something you would never want to put into your deck. Most of the decks will just drop a small minion to counter it. The card is good only vs the decks that play no small minions or no minions at all – but those are pretty rare.
Luna's Pocket Galaxy – In theory, making all of your minions cost 1 mana is crazy good. It activates all sorts of combos revolving around cards like Archmage Antonidas or Malygos. But that’s theory. In practice, this is not a great way to do it. It’s one-of, so building your entire deck around it can be sketchy. It’s super slow – it costs 7 mana and has no immediate effect. It only affects minions left in your DECK, not in your hand, so if you draw your combo piece before, you will need to shuffle it first (shuffling it after playing Pocket Galaxy does nothing, as it’s an one-time effect, not an aura). So let’s say that you want to combo it with Antonidas, but you drew him. First you need to spend your entire Turn 9 playing Antonidas + Baleful Banker. Then you need to hope that you won’t draw it. And then spend another turn playing Pocket Galaxy. And then you still need to draw it. It just doesn’t make much sense.
Zerek, Master Cloner – A card with massive value and tempo potential, which is just too slow to work. The fact that it’s a 6 mana 5/5 means that you can rarely drop it by itself, because it’s really bad. You need to combo it with a spell immediately, preferably a cheap one like Power Word: Shield. But comboing it with one spell makes it a slightly better Cairne Bloodhoof (but just as vulnerable to Silence). You need to be constantly casting more spells on it, dodge Silence, and then it can survive for multiple turns. In theory, if it survives, you can start doing some crazy combos like dropping Power Word: Replicate, Vivid Nightmare, more buffs, and having an army of 5/5’s that never die. But for one example of a successful combo, he will sit dead in your hand or you will have to drop him as a 6 mana 5/5 a few more times. The thing is, Priest has access to better combos anyway, so there’s no real reason to build your deck around this guy.
“Safe” to Disenchant Legendaries from Rastakhan’s Rumble
Since Rastakhan’s Rumble is the latest expansion, and a lot of cards weren’t given enough time to shine yet, we try to be conservative with our choices. There are definitely more safe to disenchant Legendaries from this set, but we don’t want you to get rid of a card that might turn out to be good after it gets more synergy. In general, we don’t recommend disenchanting cards from the latest set, but if you need some extra Dust, these would be your best options.
Bwonsamdi, the Dead – The synergy with Spirit of the Dead is obvious, but it just doesn’t work well. Spirit of the Dead itself is pretty bad, because it shuffles those cards into your deck, meaning that you still need to draw them. If you combo it with a bunch of small minions in a more Tempo-oriented deck, that can work, but do you really want to shuffle them? Then, comboing them with big minions is hard. The situations in which you have 2-3 big minions on the board, and you can trade them off on the turn you play Spirit are INCREDIBLY rare. So, the main synergy of Bwonsamdi is simply bad. And without this kind of synergy, all you can do is draw your Northshire Clerics. In theory, if there would be a fast Priest deck with a lot of 1-drops, then drawing them all from your deck in the late game would work nicely – give you more steam, as well as increase the quality of your future draws. But that’s just not the Priest’s play style. So all in all, this card doesn’t have a very high chance to work.
Gonk, the Raptor – Gonk had its moment on the ladder, early in Rastakhan’s Rumble, where multiple players hit high Legend using the deck built around it. But let’s be honest – it was mostly because Druid was just so powerful. Other builds were still better, but it’s crazy that it was so viable at all. However, after the recent nerf patch, Gonk is no longer usable in any way. It’s possible that Druid gets more powerful tools in the upcoming expansions, but the problem here is that the entire deck was built around Twig of the World Tree, which rotates out soon.
Griftah – It’s just a bad Legendary, unless you want to build a casino deck. 4 mana 4/5 are great stats for a minion with effect, but the problem is that this effect is often a downside and not an upside. You Discover two cards – one lands in your opponent’s hand and other one in yours. Since you have no way of knowing which will get where, it’s basically a coin toss whether you get the better or the worse one. And if you pick two average cards, then it’s like you’ve played a Yeti – you both get the same amount of value. Yes, technically you can let’s say pick two cards that are good for you and bad for your opponent (e.g. Warrior picking two Armor-related cards against deck with no Armor gain), but it will rarely happen. The card is just too random, hasn’t seen competitive play yet, and I really don’t think that it will.
Hir'eek, the Bat – While Hir’eek is, in theory, a huge payoff card for playing handbuffs, it’s just too difficult to make it work. The go-to synergies would be Soul Infusion and Spirit of the Bat. Soul Infusion is a solid card, but you still can’t target it – Hir’eek needs to be the left-most card in your hand for it to work. And even then, you can still drop it on Turn 8, which is way too late for cards that run Soul Infusion. You’d rather get it down on something like Doubling Imp and get immediate value. On the other hand, Spirit of the Bat is just a bad card. It does nothing when you’re behind, it does nothing when you have minions and your opponent doesn’t, and it does nothing when you are doing good trades (e.g. killing a 2/2 with a 3/3). And then, it’s also random. Ideally you’d want to play this synergy in Zoo Warlock, but Zoo Warlock doesn’t want to play it – it’s just too slow, inconsistent and means that you have dead cards in your hand for a long while, so you can’t even drop Doomguard or Soulfire, because you risk discarding your buffed Hir’eek. It’s just bad.