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!
First and most importantly, this list shows cards that are currently bad/useless in the STANDARD format. Some of those cards might actually be good and see more common play in Wild, so if you’re playing the other format, do your research carefully before dusting anything.
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 (instead of another Legendary that you might want to use). This becomes more important as your collection within a particular set grows and fewer Legendary cards become possible to open. Let’s say that if you still have five Legendaries left to open from a given set and you’re looking for a particular one – your chances are 1/5. But if you disenchant one of the useless Legends, your chances to open the one you want drop down by a considerable amount (20%).
Likewise, the number of packs you still 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 at a later date, 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 great 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. Blizzard has also set a precedent in Rise of Shadows by buffing some weak cards, and a bunch of them started seeing play (such as Luna's Pocket Galaxy, before being nerfed again just a few months later). This MIGHT happen to one of the cards on this list. 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 0.5% 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.
High Inquisitor Whitemane – A new addition to the Classic set, introduced to replace a Legendary, which rotated out to Hall of Fame. While the card’s effect seems pretty powerful, it’s incredibly hard use. Since she only revives minions which died THIS TURN, in order to utilize her effect, you need to already have some minions on the board and your opponent needs to have minions you can trade into. This is not a very likely scenario, especially not in a slower deck that can afford to keep it for a long time. On the other hand, if you play a Midrange build, you don’t really want to hold onto a dead card for many turns. Whitemane is considerably weaker than let’s say Kel'Thuzad, which has only seen limited play even though the overall power level was lower at the time.
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 (least?) favorite gnome provides a great body for two mana, but the drawback is far too punishing for Millhouse to see competitive play. Nearly every deck in the meta runs some spells, and making them free would completely negate any tempo advantage you’re gaining from extra stats on your 2-drop. While he was sometimes played in decks running Call to Arms (just for the body, to avoid his Battlecry), it was still more of a meme than an actually smart strategy – all kinds of stats indicated that Paladin decks were better without him.
Nat Pagle – Nat Pagle is a prime example of why micro-changes are very difficult in Hearthstone. Before a small change back in Classic, 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. To be honest, I don’t think that it would be good right now even in the pre-nerf version – the games much slower back then and the overall power value was much lower. But right now, Pagle is one of the worst (if not THE worst) Legends from the Classic set.
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. Sure, if you play it right before your opponent’s complicated combo turn, you might be able to disrupt it (or even win the game if they still decide to go for it and fail mid-way). But majority of time it will just be a 9 mana 8/8.
The Beast – Paying six mana for a 9/7 doesn’t sound all that bad. While I don’t think it would be playable anyway, it would certainly be more tempting. 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
Archmage Arugal – Initially believed to be a solid minion, it turned out to be clunky to use and not great in general. The only realistic combo was in a minion-based Mage deck with Book of Specters, but even those decks have quickly cut it, as the 2/2 body was too easy to kill, so you needed to draw immediately to take advantage of his effect, which in turn meant that you were holding onto him for many turns while you’d rather have a playable card.
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 on their terms 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. You also rarely get anything that synergizes with your deck and there’s a high chance that it shows you a bunch of cards that you can’t realistically take advantage of (e.g. if you play against a Murloc deck, the Murloc minions are much more valuable to your opponent than they are to you).
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. However, if you play Wild, I would definitely keep her, since she’s a key card in the SN1P-SN4P Wild combo.
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.
Toki, Time-Tinker – Toki is certainly a fun card, and it’s not the worst way to create some extra value, but man, she’s just way too slow and random. 6 mana 5/5 that draws you a card is not the best to begin with, but it’s not even guaranteed to be a good card. The problem is that a lot of Wild Legendaries are simply bad. Just look at this list and see how many terrible, unplayable Legends there are – the same thing could be applied to any of the Wild expansions. Yes, there’s a chance that you will get Ragnaros the Firelord, The Lich King or let’s say Loatheb, but the average outcome isn’t great. There are simply better value tools available. The only reason to play this card is basically for fun, because the moments in which you get the perfect Wild Legendary for the situation are certainly cool.
The Glass Knight – Glass Knight has seen some play back when Even Paladin was still a thing, but it doesn’t really make much sense ever since rotation has got rid of both Baku the Mooneater as well as Genn Greymane. Midrange Paladin is basically non-existent and any kind of Divine Shield or Heal synergy seems to have been dropped. There’s theoretically one more expansion for it to come back, but I don’t really think it will. It’s not a terrible card, but it was usually below average, not good enough to see play.
“Safe” to Disenchant Legendaries from The Boomsday Project Set
Dr. Morrigan – In the middle of the last expansion, during Rise of the Mech event, Dr. Morrigan was buffed from 8 to 6 mana. It was one of the biggest buffs – reducing the card’s mana cost by 2 mana is massive and most of the cards would become overpowered if that happened to them (even a vanilla Boulderfist Ogre would be way too powerful as a 4 mana 6/7 with no downside). However, not Dr. Morrigan. The card is still basically as unplayable as it was, not much has changed in that department. I have to say that I had some hopes for her, because that kind of effect suddenly became much more appealing on a 6-drop. The problem is, however, that you still need to build your deck around her to really utilize her effect. If you run a deck with lots of small minions, which is basically every single viable Warlock deck, then a 6 mana 5/5 that Recruits a 2/2 on Death is not really that appealing. Most of the time you’d still rather play Cairne Bloodhoof. Of course, if you play a deck with only big minions, then running her FINALLY makes some sense. 6 mana 5/5 that pulls out a big minion from your deck could be compared to a way better post-nerf Possessed Lackey. The issue is, however, that Lackey worked on a much more narrow pool of minions, so you could build your deck around it in a meaningful way. “Not play any small Demons” is a much easier task than “not play any small minions at all”, which is what would be necessary to really make Morrigan useful. So, all in all, unless something drastically changes, she will remain useless until the next rotation.
Flark's Boom-Zooka – The card was buffed by 1 mana in the recent Rise of the Mech event, but nothing has really changed about it – it’s still a prime disenchant candidate. 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 – 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 9. But if you did that, most of the time you wouldn’t even get to the late game, because your early/mid game would be very, very weak (which isn’t something you can afford in Hunter).
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 be auto-include into basically any deck) – but those are pretty rare. Rare enough that putting it into your deck is way, way too risky.
Myra Rotspring – There was a short period last year when Myra was actually playable. It was when Deathrattle Rogue became common, and some lists were teching in Myra. However, even back then she was easy to replace and not really necessary. The main problem with Myra is that she’s rather clunky and pretty random. 5 mana 4/2 are terrible stats, so you need to pick up a really great Deathrattle effect to compensate. Adding more value to your hand is always nice, but the problem is that Rogue is first and foremost a tempo class – especially now that Vanish is gone from Standard, the class has basically no ways of catching up once it really falls back. That’s why tempo on board is more important than value in your hand, and with Myra you often end up picking between Deathrattles like summoning a 1/1, gaining 4 Life or drawing a card, all of which are really bad for a 5 mana 4/2. There are only a few Deathrattles you can pick to really make her useful on curve. But most importantly – in order for her to see play, you’d need to run a Deathrattle Rogue in the first place, and the deck is non-existent currently.
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. Even when Extra Arms was buffed to 2 mana briefly, the card has seen no play whatsoever.
“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.
Gral, the Shark – Even though in theory Gral shows some promise, in practice it’s never has really worked well. It was put in some decks here and there, but mostly as an experiment – builds running it were never popular. The main problem with Gral is the Rogue’s play style. The card would be amazing in a Rogue deck running a bunch of high stats minions that you want to eat. This way you would play a massive 5-drop AND still get a card. But that’s not Rogue. Rogue is a tempo class, so it runs a bunch of small and mid-sized minions and not really a lot of big guys. The average scenario would be eating some 3-drop. Let’s say SI:7 Agent – Gral is now a 5 mana 5/5 that draws you a card on Deathrattle. Not really the worst thing ever, but pretty slow for a tempo-driven class like Rogue. Another 3-drop – EVIL Miscreant – would turn Gral into a 3/6, which is probably even worse. And the thing is that there are basically no high-rolls. Maybe if you run Heistbaron Togwaggle, 5 mana 7/7 that gives you Tog is quite nice, but that’s about it. On the other hand, there ARE low-rolls like Southsea Deckhand or Pharaoh Cat (5 mana 4/3 or 3/4). It’s just too random and doesn’t have nearly enough high stats targets to work well.
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, especially now that Discover got changed and class cards no longer get 4x offering rate. 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 game. 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.
Princess Talanji – Talanji had a brief moment in which people have tried to build decks around her really hard, but that was a while ago and the decks turned out to be bad anyway. The thing about Talanji is that even though her effect is very powerful in theory – a massive board flood – not only it’s hard to really activate it, but it’s also pretty risky. As for the first point – you need to build a deck that tries hard to get minions that didn’t start in your deck, which is not the easiest task and most of the cards that produce them are pretty bad. As for the second point – it’s an all-in card. If it only COPIED those minions, then it would be a different story. But since it SUMMONS them, it means that you’re throwing a lot of resources onto the board at the same time. Let’s say that you had 4 minions on the board + Talanji, it means that you’re now 5 cards down for a single big play that can be countered by a single AoE card. Against lots of decks, such as Control Warrior, you’d rather drip your resource slowly and not play right into their AoE clears, leaving yourself with no value afterwards.
War Master Voone – I have to say that I misjudged this card heavily – I thought that it’s going to be much better than it really was. Maybe the main issue was that a Dragon Warrior deck never really took off – we had a small Dragon package played in some Control Warrior builds, but they were quickly replaced by Mechs, simply because there was no point in fitting Dragons when Mechs could do everything better and also gain extra Rush from Dr. Boom, Mad Genius. When Year of the Dragon launched, I thought that we might get more Dragon synergies, but no – the first two expansions were really light on Dragons. There’s still some hope that the third one will introduce more synergies, but at this point I really don’t see slow Warrior decks dropping Mechs in favor of Dragons (and Voone is a value card, it doesn’t really fit into faster builds because of its low stats and strictly value Battlecry).
Year of the Dragon (2019 Sets)
The Year of the Dragon consists of Rise of Shadows, Saviors of Uldum and one expansion yet to be released (most likely out in December 2019). 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
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 will push 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 currently the card makes no sense. But there’s no way to tell whether it will see play in the future – after all, we have 4 more expansions, so anything can happen.
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. 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, cheap Healing cards. Crystal Power is basically all we’ve got in this Standard year – 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. We got two new Heal cards in Saviors of Uldum, but they’re both expensive – Hidden Oasis is 6 mana for 12 healing (which is A LOT, this kind of effect normally costs 2 mana less) and Overflow (but this one draws you 5 cards, which seems like an upside, but in reality it often isn’t – at the time you have your Lucentbark combos set up, you are often slowly approaching fatigue). 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. Everything is also kind of ruined by the popularity of Zephrys the Great – what’s the point of making a bunch of Lucentbarks when lots of decks have access to Mass Dispel to just ruin your deck’s entire game plan?
Tak Nozwhisker – And then, 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 it just doesn’t work right now.
The Boom Reaver – Funnily enough, The Boom Reaver sees a lot more play than other cards on this list, but simply because it’s a Mech, so it’s commonly discovered with Omega Assembly as well as the “Delivery Drone” Hero Power of Dr. Boom, Mad Genius. Other than that, the card was created to fit into a “Big Warrior” strategy (alongside e.g. Dimensional Ripper). Pulling copy of a big minion from your deck and giving it Rush ON TOP of having a 7/9 body (possibly also with Rush thanks to the Mech tag & Boom’s effect) is very strong, but in order to make it consistent, you would need to drop all of the small minions from your deck. And this kind of Warrior is just not good. I have some Recruit Warrior flashbacks from last year, and Big Warrior shares some serious issues with it. If you run only expensive minions, it means that you have to fill your early / mid game with spells and weapons, and there simply aren’t enough of those. So Aggro decks simply rush you down before you can start summoning your big stuff. And by the time you do it against slower decks, they’ve already gathered enough removals to deal with most of whatever is coming their way, meaning that this strategy has serious flaws against both fast & slow decks. While it’s not impossible for this kind of deck to be viable at one point, it would need to get some serious support first.
“Safe” to Disenchant Legendaries from the Saviors of Uldum
Saviors of Uldum is the latest expansion, and the thing about new expansions is that people tend to experiment with all the new cards A LOT, not to mention that it’s too early to really tell that real value a lot of those Legendaries have. Saviors of Uldum in particular looks to have a lot of high power Legendaries. At the same time, it doesn’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 another 4 expansions, which means that the chance that they will see play at some point is huge. Since you were warned, here’s the list:
Anka, the Buried – Currently, Anka is both the second least popular and second lowest win rate Legendary in the game. While it’s hard to deny that the card has some combo potential, decks built around her are simply bad. The only example of a somewhat successful (although also pretty weird) deck built around her was Jiminator’s AnkaSari the Great Rogue, but to be honest, it seems more like an one-time success – at least for now. We would need to see a lot more success with the deck before we can call it anything more than a meme. More straightforward Rogue decks that play the Aggro/Tempo strategy simply work better, especially after Vanish has rotated out to Hall of Fame. There are many combos you can build around her, but they’re pretty clunky, not to mention that you have no consistent way to tutor her, and you often can’t survive all the way to late game as Rogue to draw her naturally.
Colossus of the Moon – The thing about Colossus of the Moon is that it’s really and I mean REALLY powerful once it hits the board. The problem is that playing it naturally is usually not an option – at 10 mana and with no immediate effect, it’s one of the slowest cards in the entire game. The thing is – there are actually some builds that attempt to run it. Two most popular ones are Big (Duel!) Paladin and Big Shaman. Both of them have a way to “cheat” it out early – with Duel as well as Eureka!. And it’s actually one of the best (and often THE best) cards to get on the board with those decks. However, both of them are off-meta / meme decks and neither of them is truly competitively viable. Of course, you can see a pro player having success with one or the other from time to time, but the general stats put them at way below 50% win rate, not to mention that they’re not very popular. So if you want to play one of those decks, or you believe that there might be a viable way to cheat it out in the future, you probably shouldn’t touch it. In other cases, well… Do as you wish.
Hack the System – According to all kinds of stats, Hack the System is the second worst Quest, right after the other one on this list. It’s also the least popular Quest and least popular Saviors of Uldum Legendary in general. Warrior class is in a really good shape right now, but it’s not thanks to Hack the System. The card is too aggressive for Control Warrior, the deck doesn’t play enough weapons to activate it quickly, and you already have a way to upgrade your Hero Power with Dr. Boom, Mad Genius. It might seem that it would fit much better into the other popular Warrior build – Aggro/Tempo Warrior – and you would be right, it does. But there are still some issues. The deck relies more on Enrage synergies than on weapons, and you need to pack a lot of weapons into your deck to play the deck. Given its aggressive nature, it also doesn’t really want to skip Turn 1 and start with one less card. Maybe, just maybe, if the deck gets more support, such as some strong early game weapons, it will see more play. But on the other hand, most of the support cards for the Quest would also be good in Aggro/Tempo Warrior, so there might never be a real incentive to run this Quest. But who knows? 4 expansions are still ahead of us, so anything can happen.
Raid the Sky Temple – And finally, the worst (but not least popular) Quest in the Saviors of Uldum, and the only Legendary card from the set that currently has less than 40% deck win rate (it’s ~37% to be precise). Yes, it doesn’t win much more than 1 in 3 games currently. The recent Mage nerfs did definitely help, as Highlander Mage was the most popular place players put the Quest in, and the deck was severely nerfed. However, even before the nerfs, turning your regular, viable Highlander Mage deck into a Quest build already lowered your win rate by roughly 10%. But why is it so bad, exactly? You see, it’s pretty simple. Casting 10 spells is actually not that simple. Yes, it can be done easily by a fast Mage deck like Cyclone Mage, which runs a lot of cheap ones and generates even more. But this kind of deck does not want to sacrifice a card early, and matches played with that deck usually don’t go long enough to really take advantage of the new Hero Power. You would – rightfully so – prefer to get the Hero Power in a slower build, like Highlander Mage. But a slower build like that doesn’t play nearly enough spells to get it done quickly. I’ve played against some Highlander Mages that still had Quest going way into the late game. Even more – I’ve played against many that have never even finished the Quest. Which means that they simply started with a handicap – one less card in their opening hand for no reason whatsoever. Maybe in the future we’ll get a perfect deck for this Quest – running enough spells (especially cheap spells so it can start getting progress early) to finish it in time, but slow enough that it will be able to take advantage of the new Hero Power for many turns. But right now I honestly have to call Raid the Sky Temple the worst card from Saviors of Uldum and the most likely disenchant candidate.