Determining which Legendary Hearthstone card to craft can be a tough decision for experienced and new players alike. If you craft a card and find it less useful than initially expected, the best you can get is one-fourth of your Arcane Dust back.
Our Hearthstone Legendary Crafting Guide will help ease the anxiety of burning 1600 dust on a single card. This guide will take you through a logical Crafting Strategy to ease the pain of Standard rotations and focus on those cards that are most likely to get the best value from your dust. For each Hearthstone Set, we provide the Best Cards to Craft and Good Cards to Craft to assist you through your next crafting conundrum.
Please note that this guide is intended for Standard players. In Wild, Legendary cards have different power levels than in Standard due to additional synergies available in the format. We have separate guides for Wild cards! (listed below)
Be sure to check out our other crafting guides:
Hearthstone Legendary Crafting Strategy
When choosing the next Legendary card to craft, you should consider both the strength and set of the cards you’re considering. Typically, Neutral Legendaries fit into more decks and offer the best variety when crafted. As with all class cards, however, class-specific Legendaries tend to be stronger and offer additional synergy and/or class identity options.
The Best Cards to Craft are either Neutral Legendaries played in a variety of decks or class Legendaries that are staple in a strong meta deck. Good Cards to Craft are Legendaries that are tech cards, flexible inclusions, or any card that’s usage is dependent on the ever-shifting Hearthstone meta. They are usually necessary (or at least very helpful) in a specific archetype, but not a variety of them.
In general, cards listed in the Best Cards to Craft for each set should be given priority over those in the Good Cards to Craft. The exception would be if you have a specific deck in mind that is reliant on the card you’re planning to craft.
In terms of sets, the best long-term value for your dust is always going to be cards in the Hearthstone Classic Set. Barring retirement into the Hall of Fame, all of these Legendary cards will always be included in Standard. Even if crafted cards are banished to Wild, a full dust refund can be expected.
After the Classic Set, the sets from the current year should be given priority. Sets remain in Standard for two years, so the current year sets have a longer lifespan than the sets from the prior year.
The Hearthstone Classic Set is the core set in the game. Introduced with the game’s release, the set still has many of the game’s strongest 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.
Hearthstone Classic Set Best Cards to Craft
- Edwin VanCleef – By far the best Classic Class Legendary to craft – Edwin is Rogue’s staple in most of the metas. One of the most powerful Rogue cards in the game. Given that the class is often built around cheap cards (which serve as combo activators), it’s very easy to make it 6/6 or even 8/8 early in the game, often making it a threat your opponent simply can’t answer. When Rogue sees play, most of the time Edwin also sees play, unlike other class Legendaries which often don’t see any play even if their classes are popular. In the current meta, it’s an amazing card in both Galakrond Rogue & Highlander Rogue.
- Alexstrasza – Alexstrasza is THE late game Dragon from Classic set. The best thing about her is that she can be used both defensively and offensively, making her a very flexible late game card. In slower matchup, where you’ll rarely be punching each other, it’s often a 9 mana 8/8 that deals 15 damage to your opponent. You can often set up some two turn lethals thanks to it. And against faster decks, it’s an emergency healing – even gaining 5-10 health while developing a big body at the same time can be absolutely crucial. It’s a great card, which sees play in multiple different decks now.
Hearthstone Classic Set Good Cards to Crafts
- Bloodmage Thalnos – Thalnos used to be one of the two best Legendaries to craft back in the day (alongside Leeroy, which has rotated out to Hall of Fame), but he didn’t see that much play in the last few sets. The problem is that we don’t have many decks which benefit from a cheap source of Spell Damage. That said, despite being less popular now, it’s still included in some decks, and I’m 100% sure that it will see more play in the future (which means that it’s still a good craft if you want to play a deck that runs it).
- Captain Greenskin – Greenskin is not an essential Legendary, but over the years, it has seen play in multiple meta decks – mostly ones built around weapons, such as Pirate Warrior or – more recently – Tempo Rogue a year ago (with Waggle Pick). Right now it’s sometimes seen in Warrior builds – not only it can be drawn with Ancharrr, but giving it (or Livewire Lance) another charge + more attack is very strong effect.
- Malygos – Malygos is the ultimate Combo Legendary from the Classic set and one that has seen a lot of play over the years. Most popular in Druid, Rogue and Priest, the card was a backbone of multiple successful Combo builds. Right now it’s being experimented with in Rogue, and while the card is not very popular, if it’s something you want to play then go for it. Malygos is a card that I’m sure will see play in the future.
Year of the Phoenix (2020) Sets
The Year of the Phoenix consists of Ashes of Outland and two expansions that are yet to be revealed. All three sets will rotate out of the Standard format with the release of the first expansion in 2022.
Ashes of Outland Best Cards to Craft
Since Ashes of Outland is the latest set, and we’re still in somewhat of a “testing” phase, I was pretty cautious about picking the best Legendaries to craft, since the meta can still change considerably. I’ve only picked those which see a considerable amount of play (3%+ play rate).
- Shadowjeweler Hanar – It turned out that Rogue Secrets are better than some have expected, and Secret Galakrond Rogue is now a go-to Rogue build (and Highlander version also plays Secret package). Hanar is a key part of that package. If you drop it on Turn 2 with a Secret in hand and opponent doesn’t kill it… Well, you will very likely just win the game. Alternatively, it gives you an amazing late game turn during which you end up making a Christmas tree by casting 4-5 Secrets. Since they’re mostly random, it will make your opponent’s turn a NIGHTMARE, trying to maneuver around them. It’s a great craft for Rogue players.
- Kayn Sunfury – Maybe not as auto include as Metamorphosis, but it’s still a very strong card. It being a 3/5 with Charge already makes it playable – guaranteed 3 damage with an okay body. But its effect makes it even better. Taunts are one of the biggest Demon Hunter counters – they need to be smacking you all the time, especially with weaposn, which obviously don’t go through the Taunts. But Kayn lets you ignore them at least for a turn. You will win many games against opponents that were sure that they’ve stabilized with a wall of Taunts just to get Kayn’d. If you like playing Demon Hunter, craft it!
- Metamorphosis – Auto-include Demon Hunter card, it’s just amazing burn / finisher, and sometimes even a removal. While you have to spend 6 mana up-front for 5 damage, which is not amazing, you also get another 5 damage hit next turn for just 1 mana. That’s 7 mana in total for 10 damage. It’s sort of a mix between Arcanite Reaper and Pyroblast. It’s weaker than Pyro (at least when used as a burn), because it comes in two hits, but it costs 3 whole mana less – that’s a big deal. Then it’s more expensive than Arcanite Reaper, but it can’t be removed with tech cards, goes above Taunts and you don’t need to take damage if you use it as a removal. All in all, it’s an amazing card in an aggressive class like Demon Hunter.
Ashes of Outland Good Cards to Craft
- Maiev Shadowsong – The best Neutral card from Ashes of Outland. It didn’t turn out to be an auto-include like Zilliax, but it’s still a pretty common card. 4/3 stats for 4 mana are not great, but it buys you a lot of tempo. If your opponent spent a whole turn playing one, big minion, then trapping it for 2 more turns is great. It’s a bit like Rogue’s Sap, in a way that it lets you make a big tempo swing and capitalize on that. However, the card doesn’t have THAT many amazing targets in the current meta, which might be the reason why it’s not more common. I think that it’s still a good craft and it should see a bunch of play in the future.
- Astromancer Solarian – Highlander Mage staple. The first body is okay – 2 mana 3/2 + 1 Spell Damage is not bad by itself. And then some people hate it, because Solarian Prime is another “casino” card, casting random spells, but in all honesty, it’s much more consistent than Yogg-like cards. Since targeted spells (usually removals, freezes etc.) always hit opponents, you won’t end up killing your own stuff with them. The only problem is when it casts Puzzle Box of Yogg-Saron… yeah. Then it becomes true casino. Still, it’s a very good Mage card.
- Soul Mirror – A new Priest staple, kind of a mix of board fill + AoE removal. Depending on how much attack/health your opponent’s minions have, it might either clear the board completely or partially and leave a few minions on your side of the board. One of its advantages is how well it works with Deathrattles – a regular board clear would just trigger the effects for your opponent, while this one triggers them for both sides. All in all, it’s a great Priest card.
- Teron Gorefiend – Thanks to Teron, Eggs have started seeing more play again. Serpent Egg into this is a great curve. You end up with 2x 3/4 on Turn 3, and when Teron dies, you spawn a 1/3 that Deathrattles into another 3/4. The card is mostly used in Egg Warrior, but also in some Zoo Warlock builds. Later in the game you can e.g. value trade with a few minions, damaging them, and then Teron – after it dies, you get everything back at full health. Of course, it sucks against Silence and Transform effects, but those aren’t very common in the current meta anyway (especially that Spellbreaker has rotated out).
- Zixor, Apex Predator – Zixor is a pretty interesting Hunter card. While the first part isn’t amazing, a simple 2/4 with Rush for 3 mana, the second one is just nuts. 4x 4/4 minion with Rush is very, very powerful, but it gets even better if you combo it with Scavenger's Ingenuity – now you get 4x 7/7 minion, basically winning the game if your opponent can’t answer those. It sees play in a bunch of Highlander Hunter builds, but also some Dragon versions.
- Murgur Murgurgle – Murloc Paladin is rising in popularity and power, and Murgur Murgurgle is obviously a great card in the deck. Even the first part – 2 mana 2/1 Murloc with Divine Shield – would be good enough to see play. And then, you might draw the second part and summon a board of random Murlocs with Divine Shield… That’s a great refill, and overall a very solid Paladin card. Besides Murloc builds, it also sees play in some other Midrange builds (like Pure version or Highlander version) just because it’s solid.
- Akama – I thought that the Stealth package will be more popular & powerful than Secret package, but it looks like it’s not the case so far. Secrets are better, but it doesn’t mean that Stealth is just bad. Running the entire package, including Akama, is still strong. Some Galakrond builds have opted for it, while many Highlander builds play both (because they can only fit one copy of each card for obvious reasons). You should probably get Hanar instead first, but if you’re a hardcore Rogue player, getting both is not a bad idea at all.
- Evocation – I have to say that I like the card. It might seem incredibly random, but in reality it’s rather consistent. If you play it in the late game, with a bunch mana left, and a card slots in your hand, you usually get a bit of everything. Some removal, some burn, some value etc. Of course, you won’t always get exactly what you need, but from my experience it usually gives you something useful. The card is not necessary in any Mage build, but it’s pretty good in Highlander and Spell builds.
Year of the Dragon (2019) Sets
The Year of the Dragon consists of Rise of Shadows, Saviors of Uldum and Descent of Dragons. All three sets will rotate out of the Standard format with the release of the first expansion in 2021.
Descent of Dragons Best Cards to Craft
Since Descent of Dragons is the latest set, and we’re still in somewhat of a “testing” phase, I was pretty cautious about picking the best Legendaries to craft, since the meta can still change considerably.
- Flik Skyshiv – Whenever Rogue is popular, so will Flik. It’s a card that doesn’t require any specific synergy or doesn’t fit into a very narrow style of decks. Other than very aggressive builds, there’s no reason to not put Flik. And since Rogue is popular right now (all kinds of Galakrond and Highlander builds), so is Flik. It’s a bit like Vilespine Slayer, one of the best Rogue cards ever printed. While it’s 1 mana more expensive (which matters at times), it doesn’t require Combo and it has an extra effect, which comes handy pretty commonly (you can destroy a card in your opponent’s hand sometimes, or deal with an exra minion on the board).
- Kronx Dragonhoof – Galakrond decks make up a big part of the meta (around 30% at the time I’m writing this), and Kronx is basically an auto-include in Galakrond decks. In majority of builds, there’s no reason to not run it. If you haven’t drawn your Galakrond yet, it lets you tutor it (while dropping a solid 6 mana 6/6 on the board). Who wouldn’t want to draw the card you’ve built your deck around? And if you’ve already turned into Galakrond, it has some really powerful effects like 5 AoE damage, +2/+2 AoE buff or summoning an 8/8. No matter which Galakrond deck you play, those will be useful. He’s only bad if you already drew Galakrond, but haven’t played it yet, but those periods are usually short. As long as Galakrond decks will be played, so will be Kronx, and I don’t think that they will disappear from the meta any time soon.
- Dragonqueen Alexstrasza – After Zephrys the Great in Saviors of Uldum, we’ve got another Highlander card in Descent of Dragons. And, as you can imagine, it’s auto-include (similarly to Kronx, but in a different type of decks). If you play Highlander deck, you play Alexstrasza, and Highlander decks are pretty good right now. What’s interesting is that not only “dedicated” Highlander classes run those (so even classes that have no class Highlander Legendary do play those decks). I feel like the card got even stronger in Ashes of Outland, with new Dragons like Nethrandamus, Skeletal Dragon or Dragonmaw Sky Stalker, all of which are above average outcomes.
Descent of Dragons Good Cards to Craft
- Malygos, Aspect of Magic – It’s mostly a Highlander Mage card, because basically every build runs Dragon version, although it would fit into any Mage deck using Dragon synergies. If you play a deck like that, Malygos is amazing – the cards it gives you are very flexible. It has single target removal, board clears, value, burn, stall… you always get something useful. A great craft for Mage players.
- Ancharrr – The card was nerfed from 3 to 2 durability. Before the nerf, it was one of the most broken Warrior cards ever printed (and I’m not exaggerating). Even after the nerf, it’s still great in any deck running Pirates. Drawing 2 cards for 3 mana is the norm, so it adds a 2/2 weapon to the mix for free. It got even better with the new Ashes of Outland card – Corsair Cache. Making it a 3/3 is big – easier to kill stuff AND an extra draw. Right now it’s a staple in Tempo Warrior and – of course – Pirate Warrior. But the latter is not a very good meta deck.
- Dragonbane – A staple Hunter card with a very powerful effect. While the stats aren’t amazing (they aren’t terrible either), if you drop him and press Hero Power, it immediately deals 5 extra damage (to a random target, but still – lots of the time no matter what it hits, it’s good). And the best thing about it is that as long as it stays on the board, it will just snowball the game.
- Veranus – Another Hunter Legendary, and another good one. While it doesn’t see play in Dragon Hunter (the card is a bit too slow, since Dragon Hunter builds are very aggressive), it’s a Highlander Hunter staple. It comes with a big body and it’s usually a big board clear when combined with small minions, Unleash the Hounds or even Desert Spear. Just hitting one big minion makes it worth it given that it’s also a 7/6 minion. Great craft if you want to play Highlander Hunter.
- Murozond the Infinite – It’s cool that the card has started seeing play, because it’s pretty fun. It’s now common in slow, Control-oriented Galakrond Priest deck (or alternatively Highlander Priest, but it’s less common). After your opponent makes a big turn, you can just drop him and do the same thing yourself. He played a big minion? You get it too. He drew cards? You also draw. He played a few Secrets? Same thing. It obviously skips any Battlecries, but it’s still a great late game swing card. Craft it if you play slow Priest decks.
- Frizz Kindleroost – I thought that Frizz is going to be better, but it turns out that most of the decks don’t play enough Dragons for her effect to be relevant, and some of those which do don’t really care about a mana discount that might come up a few turns later. Still, the card has seen a bunch of play in different archetypes – Embiggen/Big Druid, Highlander Mage, Highlander Hunter… And I think that it should see some play in the future, so you can get it if you want to play deck that runs it, but I no longer think that it will be a meta staple.
Saviors of Uldum Best Cards to Craft
- Siamat – Just like many have suspected, Siamat turned out to be a very solid Neutral Legendary. While not as ubiquitous as Zilliax (which has already rotated out), it has founds its place in many Midrange and some Control builds. Its strong suit is obviously flexibility – you can use it as a single target removal and a 6/6 body (Rush + Divine Shield), to remove 2 minions (Rush + Windfury), to make a big threat that’s hard to clear (Windfury + Divine Shield) or to put a wall between Aggro player and you (Taunt + Divine Shield). Sees most play in Highlander decks, since they have more “flex slots” in which Siamat fits into perfeclty.
- Zephrys the Great – Zephrys is THE reason why people play Highlander decks. Some are more obvious, like Mage and Hunter, because they got extra synergies, between Zephrys and the new Alexstrasza, players are now running singleton builds with no class synergies (thanks to those two strong Neutrals). When active, it’s probably the best card in the entire game, because it can be anything you need at the time – single target removal, AoE, burn damage, weapon destruction, secret destruction, buff etc. By far the best Legendary from Saviors of Uldum, which should see play all the way until it rotates out of Standard (unless it gets nerfed).
Saviors of Uldum Good Cards to Craft
- Reno the Relicologist – Obviously, it’s a 100% necessary card if you want to play Highlander Mage. 4/6 are not great stats for 6 mana, but it’s better than nothing – and they come with an amazing effect. You can use him as a single target removal for a big minion, as a way to get rid of 2-3 mid sized minions or a board full of small stuff. Its flexiblity is great and makes the card really strong. While Highlander Mage is not the BEST deck around, it’s really solid right now. If you’re a Wild player, another advantage is that Reno will always be a great Highlander Mage card, and the deck is good at times (including now).
- Dinotamer Brann – Highlander Hunter, even though it had some better times (like during Saviors of Uldum), is still a strong, popular Hunter build. Lots of players also find the deck fun, because there are many viable ways to build it, so you can experiment with whatever style you want. It’s a good craft for Hunter players, but keep in mind that in order to play the deck you also NEED Zephrys – you can’t play a Highlander deck without Zephrys. But after you have both – who wouldn’t want a 2 mana discount on a 9-drop and a 2/4 body on top of that?
Rise of Shadows Best Cards to Craft
- Heistbaron Togwaggle – Since Galakrond package (and thus a lot of Lackey generation) is now a core in basically every Rogue build, so is Heistbaron Togwaggle. As long as you have Lackeys readily available at any time, the new Tog is just crazy powerful. Most of the time, it’s 9 mana 5/5 that draws 3 cards and makes them cost 0 (which is amazing), but other treasures are also good at times (such as summoning 2x Legendary if you really want more tempo immediately). The card is just great and it wins a lot of games.
Rise of Shadows Good Cards to Craft
- Kalecgos – Mana cheating is good. While it’s not a classical “put a big minion out early” kind of mana cheating, the fact that you can drop a 4/12 minion in the late game, Discover a spell, and then you can play something for free makes it really good. Mage has access to multiple expensive spells, so it’s very easy to essentially get 5+ mana for free. You can make a big board swing with Kalecgos + Power of Creation, or a big board clear with Flamestrike etc. Kalecgos is a Mage staple, and Mage is doing pretty well right now – so if you like the class, it’s a very good craft.
- Madame Lazul – I remember rating Madame Lazul pretty highly. After all, it’s a 3 mana 3/2 that draws a card AND gives you more information about your opponent’s hand. But she has almost never seen play. The reason for that was simple – there was no deck that would want to play her. Priest was mostly about Resurrecting stuff or playing Divine Spirit + Inner Fire combo. But now it’s her time to shine. Slower, Control-oriented builds like Galakrond Priest & Highlander Priest are seeing some play, and she’s a great addition to those.
- Archmage Vargoth – Vargoth was given for free, but it was before Rise of Shadows, so lots of people didn’t get it during that promo. And if you did not – it’s one of the most staple Rise of Shadows Legendaries. It has seen SOME play in basically every meta. Right now it’s most common in Priest, Resurrect Priest in particular. One of the main reasons is that if you revive it with Mass Resurrection, it casts the second copy. But it’s really playable in any deck which runs some good spells that aren’t screwed up by random targeting.
- Catrina Muerte – Catrina was always a pretty strong Legendary. She has solid stats for the cost, and the fact that she revives something right away makes her nearly always a 2 for 1. She’s obviously strongest in Resurrect builds, which don’t play any small minions that you don’t want to revive. In the right deck (so Resurrect Priest), she’s a hyper threat that needs to be removed right away or she can carry the game by herself. If you play this deck, it’s an amazing craft.
- Khadgar – Khadgar has started seeing play in Highlander Mage once again. Throughout most of the game, it’s just a 2 mana 2/2, so not something you want to keep in mulligan etc. But he gets a lot of late game value. Three cards you want to combo him with are Conjurer's Calling, Deep Freeze and Power of Creation. In each case, you summon four minions instead of two, increasing the value heavily. But since the card is not necessary, get it only if you want to play the specific Mage builds.
- Blastmaster Boom – Once again, it’s a rather specific Legendary. It goes only into Tempo Warrior builds running Bomb package (or… Bomb Warrior in short, lol). It might be too early to say whether Bomb build is better than others (like Egg version), but if you want to play it, Blastmaster Boom is key. Since you’re putting lots of Bombs into your opponent’s deck (and it’s so easy to draw a Wrenchcalibur because of Corsair Cache), he summons four or six Boom Bots very commonly (and that’s, obviously, amazing). If you don’t play this specific build, however, stay away from Boom, since he doesn’t see play anywhere else.