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.
All of the cards in this list are currently played in less than 1% of decks (and majority of them have win rate significantly lower than 50%), according to data from HSReplay.net.
“Safe” to Disenchant Legendary Cards
Hearthstone Legendary Disenchanting Guide Table of Contents
“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.
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 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).
“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. And even if its left untouched – if you don’t have a Warpath to activate it, you’re not going to get too much value, since it can’t Attack anyway. If it had Taunt, it might actually have been more competitively viable, especially as a tech card vs decks like Zoo. Right now it’s a fun card, but it just doesn’t work well enough.
Chameleos – I didn’t want to put him on this list for a while, because I always thought that he has potential. He was vastly overrated before and shortly after the release. Chameleos’ main advantage if being able to peek at a random card in your opponent’s hand every turn. It gives you a lot of intel on what they might be holding – maybe a combo piece, maybe a burn spell, maybe a high value card that you want to save your removal for. If the time is right, you can also play it and get extra value. But it’s much worse in practice. It does nothing the turn you draw it – it’s just a 1 mana 1/1, so it’s a bad topdeck. It also does nothing in case your opponent runs out of cards, which sometimes happens vs Aggro. The information it gives you are nice, but to be honest, one of the biggest skills in HS is reading your opponent’s hand – you can often make educated guesses on what he might be holding based on his other plays. And a lot of the time it will take him multiple turns to change into something you actually want to play, since it’s random. Making it way too clunky to work well.
Duskfallen Aviana – While playing a big minion or let’s say The Forest's Aid for 0 mana 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. It’s one of the only cards in game that can hurt you much more than benefit you after you play them.
Emeriss – Emeriss is a fun Legendary to play, without a doubt. However, even the slowest Hunter archetypes 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 – Hunter just doesn’t have the right toolset to make those work.
Glinda Crowskin – In theory, giving every minion in your hand Echo is an incredibly powerful effect. But in practice, since she costs 6 mana, there’s not much you can do with it in Standard. There are some cute plays like running it in Zoo Warlock, where you can drop a bunch of Sea Giants on the right board, but it’s definitely more of a “fun” and not “competitive” combo. Works too rarely and Glinda by herself is way too expensive for her stats. Of course, you can also drop her and hope that she survives… but that’s a slim chance again, she’s not big enough to survive in the late game most of the time. She has much more potential in the Wild, where you might be able to abuse her in all kinds of combos in the future, but if you’re a Standard player, I don’t think that she will make much sense unless we get some really good synergies.
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. Players have tried to build a deck around her time and time again, but it never did work. Even recently, she was played in Resurrect Priest briefly, but it quickly turned out that the decks with her have significantly lower win rate. Building a deck around her makes no sense, but she MIGHT fit into a deck that wants to play a lot of low attack / high health minions anyway… Still, we didn’t have a deck like that ever since she was released, and at this point I doubt we will have until she rotates out.
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 discounting Mulchmuncher to 0 mana and then playing both on the same turn + another 0 mana 10/10 Mulchmuncher), but they are just too difficult to pull off consistently. Especially now that most of the Ramp cards either rotated out or were nerfed, it’s just way too clunky.
“Safe” to Disenchant Legendaries from The Boomsday Project Set
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 (you need to spend 2 cards, 10 mana, and it still might fail when you draw your 2nd copy), 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. Even Recruit Hunter, the deck built around playing big minions, didn’t fit that description. You would need to remove all of the minions that are played for their Battlecry or their effect and not for the stats. You would also need to get rid of cards like Witchwood Grizzly, because attacking something for 3 and then it dying is not really impactful enough. Even Egg cards are questionable (even though Devilsaur Egg is out of Standard now, we might get more) – while sure, you get a minion that comes out of it, it doesn’t attack anything, since it has no attack value. Then, even big minions such as King Krush 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. In order to make it work, you would need to run a deck with only huge Beasts and then combo it with Revenge of the Wild on Turn 10. But if you did that, most of the time you wouldn’t even get to Turn 10, because your early/mid game would be very, very weak.
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 (because a 4 mana 5/6 with Stealth would see LOTS of play) – but those are pretty rare. Rare enough that putting it into your deck is way, way too risky.
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 those combos. 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 + other combo pieces. 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 & Transform effects, 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
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 is now out of Standard. You could still theoretically do some combos with other mana Discounts (e.g. Dreampetal Florist), but they wouldn’t be nearly as potent.
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.
High Priestess Jeklik – Let’s face it – even with enough support, Discard synergies in Warlock are sketchy at best. In Rastakhan’s Rumble, we had as much Discard synergies in Standard at the same time as we could hope for, and it still didn’t work. Discard Warlock was a low tier deck. Soulwarden was the only card that has seen some play and only because it allowed you to run Soulfire and Doomguard in a slower Warlock build without a fear of losing your key cards. Jeklik, while powerful in theory, just never founds her place in a meta deck. Right now, with lots of the Discard synergies out of Standard, she’s even weaker. You CAN play her as a 4 mana 3/4 Taunt with Lifesteal, but I honestly don’t think that’s worth it if you have no other synergies. Maybe if they try to push Discard Warlock again this Standard year… but I don’t think they will do it.
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 decks that run Soul Infusion. You’d rather get it down on something like Doubling Imp and get your value on Turn 3 instead of waiting to the late ame. 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 let’s say Soulfire, because you risk discarding your buffed Hir’eek. It’s just bad.
Year of the Dragon (2019 Sets)
The Year of the Dragon consists of Rise of Shadows and two expansions that are yet to be released. All three sets will rotate out of the Standard format with the release of the first expansion in 2021 (most likely around April 2021). Keep in mind that these sets will remain in Standard longer than Year of the Raven 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 Rise of Shadows
Rise of Shadows is the latest expansion, and to be frank, all of the Legendaries from the set look at least playable. We don’t have any cards that are so blatantly useless that we can recommend dusting them without any regrets (like it happened multiple times in the past).
Which means that all we can do is list the Legendary cards that are least playable RIGHT NOW. Those Legendaries make no sense in the current meta – it might be because they didn’t find the right deck yet, we don’t have enough synergies currently in Standard, or maybe because other meta decks are keeping them from seeing play. But disenchant those only at your own risk – if I were you, I would not touch any of them. They will be around in Standard for nearly 2 more years, which means that the chance that they will see play at some point is huge. Since you were warned, here’s the list:
Fel Lord Betrug – Betrug has quite an interesting effect that can add A LOT of on-board tempo. If you pull the right minions, sometimes enough to just snowball the game by itself. However, the problem is that the card is pretty clunky at 8 mana. If you drop it by itself, it will probably die. Even if you drop it and Hero Power on Turn 10, you have only a slight chance to actually draw a great minion to benefit from his effect. So the only realistic combo right now is Plot Twist – you will probably end up with lots of immediate value, especially if you get some Deathrattle minions too. The combo is pretty powerful, but the problem is that the rest of the deck is not. Most of the powerful Control Warlock tools were from Year of the Mammoth, which has rotated out. Right now Warlock has worse removals, can’t cycle through the deck as well, it doesn’t have nearly enough healing and it lost its main late game win condition – Bloodreaver Gul'dan. Between all of that, slow Warlock decks are simply bad right now. And even if they were viable – would they actually want ot play Betrug + Plot Twist combo? It’s hard to say. But right now, it’s one of the least useful Legendaries from Rise of Shadows (even if Plot Twist decks are fun).
Madame Lazul – This one I’m pretty surprised about. It was rated very highly before the expansion – a 3 mana 3/2 that lets you get one card from your opponent hand. But unlike Curious Glimmerroot, which was a similar card, this time you can actually pick one of the three, so the chance that one of them will be good enough in your deck is much higher. My guess is that the card shows such weak results not because it’s bad, but because Control Priest is in a terrible spot right now. Priest archetypes like Miracle, Silence or Resurrect don’t want to play it (because it doesn’t line up too well with their game plan), and Control simply doesn’t work well enough to see common play. Right now the card is nearly useless, but I suspect that it should see more play in the future.
Nozari – Nozari actually lines up well with an old fan theory that Reno Jackson is a Dragon (you can find it here) – since Bronze Dragonflight has the ability to heal back to full, maybe Reno is also using his Dragon powers to do it. Not sure if it’s just a coincidence or was done on purpose, but hey – it’s cool! As for the card itself, it’s not that bad in theory. If you play Control Paladin, you rarely care about your opponent’s health, so healing you up to full is amazing. If you survive that long against Aggro, it pretty much wins you the game on the spot. The 4/12 body is big enough to get some nice trades and be tricky to kill. And it’s also a Dragon – right now Paladin doesn’t have nearly enough Dragon synergies to make it work, but if they are pushing this archetype, having a big Dragon to activate the synergies early + have a good effect in the late game can be pretty cool. The thing is, though, that neither Control Paladin, nor Dragon Paladin are viable right now. Control version just doesn’t have enough value tools to compete with other slow builds or enough removals to work well against Aggro (especially that Equality was nerfed). Dragon version, on the other hand, just doesn’t have enough synergies to work. Which means that right now, this card is pretty bad. But there’s no way to tell whether it will see play in the future – I would say that it might.
Lucentbark – Let’s accept the fact that Heal Druid just doesn’t work with the current toolset. And doesn’t work is putting it mildly – Heal Druid is just absolutely terrible. The class was nerfed heavily last year + most of its powerful cards have rotated out. To be honest, any slow Druid right now is kind of a meme – Token is the only consistent, competitive way to go. So obviously, if Heal Druid doesn’t work, Lucentbark won’t work either. There are a few reasons why too. First of all – not enough synergies. Right now, Lucentbark and Crystal Stag are the only two great synergies. We also have Lifeweaver, but it’s not good enough, since you have to combo it with healing on the same turn. Then, we don’t have too many good Healing cards. New Crystal Power is basically all we’ve got – other than that, we’re stuck with the old cards and Druid was focusing on Armor for the last few expansions, so no good healing cards. And finally, Lucentbark itself has a big issue we always had with heal decks – in order to heal, you first need to take damage. While it’s not an issue against Aggro (but let’s be honest – Lucentbark is generally too slow vs Aggro, Druid doesn’t have enough ways to stall the game right now), against Control you stay near full health all the time. So even if you copy Lucentbark a few times, at one point you end up with a bunch of dormant minions you can’t revive, because you’re at full health. And at that point, your opponent can win by simply not doing anything. It’s a cool concept, but Druid needs so much more to make it work.
Tak Nozwhisker – And finally, we have Tak. Normally, shuffling cards into your deck is a really slow play. Since you don’t get anything immediately and you have to draw those cards in order to get value, decks that rely on shuffling lots of stuff often just don’t work. One good example is Pogo-Hopper Rogue. You can drop Pogo-Hopper, play Togwaggle's Scheme and shuffle let’s say 5 of them into your deck, but then what? You don’t get them right away, you still need to draw them. But if you do the same combo with Tak on the board, you get all 5 in your hand ON TOP of still having them in your deck. Frankly, that’s amazing. Another cool combo is dropping Tak + Preparation + Academic Espionage when you’re nearly out of cards in your hand. Now you get a full hand of cards that all cost 1 mana. So what’s the issue? Well, there are some problems. First of all – Tak is useless by itself, unlike lots of other Legendaries that are also solid standalone, without synergies. Then, those combos are expensive – Tak alone costs 7, which is A LOT in Rogue. Rogue is like a glass-cannon class, it has nearly no defensive tools, no Armor gain, no healing etc. And finally, the decks that Tak is good in are already pretty clunky and thus off-meta. Adding another clunky combo piece to them will let you experience some amazing moments, pull off great combos, but at the same time, it might reduce the overall consistency of the deck. Tak is an interesting card, and without a doubt it has some amazing synergy with Togwaggle’s Scheme and Academic Espionage, but right now it just doesn’t work.