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.
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 ubiquitous class Legendaries. 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
- Leeroy Jenkins – Leeroy is the unquestionable king of Classic Legendaries for many expansions now. He finds his way into multiple Aggro, Midrange and sometimes even Combo decks. While some classes (like Mage) have strong class burn, 6 damage for 5 mana is a great finisher for the ones that can’t push too much damage from hand. Often used in decks that can combo it with something, such as Rogue and Shadowstep (Leeroy + Shadowstep + Leeroy is 12 damage for 8 mana).
- Edwin VanCleef – By far the best Classic Class Legendary to craft – Edwin is Rogue’s staple in nearly every single meta. One of the most powerful Rogue cards in the game. Given that the class is built around cheap spells, 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, Edwin sees play, unlike other class Legendaries which sometimes disappear for a while even if the class is played.
Hearthstone Classic Set Good Cards to Crafts
- Cenarius – A new addition to the list. While it’s not like the card has never seen play before, it’s been a long while since it was a common sight. Right now it’s a staple in Quest Druid, which is one of the better decks on the ladder. When played in there, both effects activate at the same time, so at the very least you get a 5/8 + 2x 4/4 Taunt. On top of that, you also give +2/+2 to every other minion on the board, making it an amazing game finisher or a big threat.
- Captain Greenskin – Captain Greenskin has seen LOTS of play back in Rise of Shadows, when Rogue was completely dominating with Waggle Pick and Raiding Party in every deck, but those days have passed. It’s still a good craft – some Rogue builds run it, Tempo Warrior runs it, and I’m 100% sure that it will see more play in the future (in Pirate, or just weapon-based decks) so you won’t have any regrets.
- Bloodmage Thalnos – Thalnos used to be one of the two best Legendaries to craft (alongside Leeroy) back in the day, 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).
- Alexstrasza – This late game Dragon usually sees a decent amount of play, and Saviors of Uldum is no different. Between a solid body, an amazing Battlecry and being a Dragon (for the sake of synergies), over the years it found its way into variety of Control and Combo builds.
- Archmage Antonidas – Antondias is an incredibly powerful Legendary. It’s basically a Fireball factory – if not answered right away, it snowballs the game easily. However, given that opponents are usually prepared, what you need to do is play as many cheap spells on the same turn as you play Antonidas. Which in turn means that it only fits into a very narrow type of build – one that runs enough cheap spells to trigger it, but also one that can wait until Turn 10 before going off with the combo. Highlander Mage is one of those builds. That’s why Antondias sees on and off play depending on the meta and Mage decks that are currently played. Still, if you’re a big fan of the class, you should definitely get it.
- Grommash Hellscream – Back in the day, it used to be one of the best Classic Legendaries, played in every Control Warrior deck as a finisher. The times have changed and 10 burst damage is no longer enough to close out games as a Control deck (not to mention that those have better tools), but Grommash has recently made a comeback in Tempo Warrior. Between Charge and Enrage, the card fits perfectly into that deck’s main game plan. Of course, if you don’t want to play Tempo Warrior, I wouldn’t recommend crafting it, because we have no clue when it will be a part of the meta again after Tempo Warrior dies.
- Tirion Fordring – Similarly to Grommash, Tirion used to be one of the best Legendaries in the entire game a long time ago. Many better cards were released over the years, but if you’re a dedicated Paladin player, he’s still a good card. Current meta is rather light on Silence, which means that there’s a solid chance to trigger its Deathrattle. Tirion mostly sees play in Highlander Paladin builds, but those are still kind of an uncharted territory, since we don’t have a big sample size for them. I’m quite sure that even if not now, the card will eventually see more play again (we just need a solid Midrange-style Paladin build), but right now craft at your own risk.
- Harrison Jones – Weapon removal is popular to a certain extent in basically every single meta for the last few expansions, the biggest difference is whether you play the Basic Acidic Swamp Ooze or a Legendary Harrison. It mostly depends on the deck you put it into – if your main goal is just removing weapons and you care more about the tempo, then Ooze is a better choice. But if you want the extra value, then Harrison is your best bet. However, because Ooze is available for free to everyone, I always say that Harrison is a rather low priority craft – it’s good to have it in your collection, but you want to focus on more important cards first, because you can always replace him with a budget option available to everyone.
- 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 only sees niche play in Malygos Druid and some (rather unpopular I should say) Highlander Hunter builds, but it’s never a bad craft. If you want to play those decks, go for it and you can be sure that it will see more play in the future once people find another way to cheat it out or make their spells cheap.
Year of the Dragon (2019) Sets
The Year of the Dragon consists of Rise of Shadows, Saviors of Uldum and one expansion that’s yet to be revealed (which should be released in December). All three sets will rotate out of the Standard format with the release of the first expansion in 2021.
Saviors of Uldum Best Cards to Craft
Since Saviors of Uldum is the latest set, and we’re still in somewhat of a “testing” phase, I was very cautious about picking best Legendaries to craft, since the meta can still change considerably. For more, check out the “Good Crafts” listed below!
- Siamat – Just like many have suspected, Siamat turned out to be a very solid Neutral Legendary. While not as ubiquitous as Zilliax, 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). Should see a lot of play during its time in Standard.
- 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, but some players decided to run Highlander Tempo Warrior or Highlander Zoo Warlock just for the sake of Zephrys alone. When active, it’s probably the strongest 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 fits into more decks than you might think it would.
Saviors of Uldum Good Cards to Craft
- Corrupt the Waters – This one is simple – craft it if you want to play Quest Shaman (duh), don’t craft it if you don’t. The card is pretty popular, and Quest Shaman is doing pretty alright, so if you’re looking for a Shaman deck to play, it’s probably your best option.
- Untapped Potential – Same as above, a necessary card to play Quest Druid, but obviously stay away from it if you don’t want it. Quest Druid is one of the better decks right now, but we have no clue how long it will last – maybe it will fall out soon, or maybe it will keep being a part of the meta.
- Dinotamer Brann – Highlander Hunter looked like one of the most promising deck from the expansion since t he first days, and after the nerf patch it still stays strong. 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?
- King Phaoris – A solid Neutral “finisher” in decks that run some expensive spells. Of course, the more the better, but even just two or three 5+ mana spells already make it worth (most of the time you summon enough power that your opponent has to respect it and blow their AoE – and if they don’t have one, they probably lose).
- Armagedillo – A new Warrior staple. People initially thought that it will only fit into some elusive Taunt Warrior deck, but as it turned out, just a small “Taunt package” with 2x Frightened Flunky and 2x Tomb Warden is enough. Especially buffing the latter is very powerful, as the buff is basically doubled. It’s not necessary to play Warrior, but definitely makes your decks stronger.
- High Priest Amet – Combo Priest started to dominate the meta shortly before nerfs, but even after Extra Arms got hit, it’s still a very solid deck. And Amet is one of the reasons why. As long as it’s on the board, every minion you play becomes a huge threat. Drop it on curve and your opponent has to kill it immediately or else he often loses. Drop it on T8 with Psychopomp and you have a massive board that your opponent has to clear entirely or else you might combo him down. It’s a very powerful card and a staple if you want to play Combo Priest, one of the better decks in the current meta. Doesn’t see much play outside of it, though.
- Making Mummies – Another Quest on the list, this one is kind of on the edge of being viable. It has a few great matchups, such as Control Warrior (it really destroys the deck), but then again it sucks against lots of other decks in the meta. It’s usually played as a counter to the slow, grindy decks since it can produce so much value / tempo that even those will eventually run out of removals. But since it’s hovering around 50% I can’t totally recommend crafting it yet – do it only if you really want to play the deck, but there’s no guarantee that it will be good after a while.
- Sir Finley of the Sands – Funny thing is that Sir Finley – a Highlander card – doesn’t see that much play in Highlander Paladin (because the deck doesn’t see much play in the first place), but rather a Murloc Paladin, which is a significantly better deck. That said, even though it’s played in two Paladin decks, I would say that it’s a rather low priority craft. If you play Murloc Paladin, it’s a nice addition, but it can be replaced by another, generic, Neutral Murloc without hurting your win rate that much. It’s necessary in Highlander Paladin, but it’s hard to say how good the deck will be after a while. So craft it only if you really don’t have anything else to craft.
Rise of Shadows Best Cards to Craft
- Archivist Elysiana – Even after the nerf (from 8 to 9 mana), it has still seen a lot of play in Control decks, simply because not having one in the mirror is a huge loss. Even in slightly faster matchups, knowing that you have Elysiana and opponent doesn’t might make you use your resources more freely without worrying that you won’t have a way to finish the game. If you want to play true, grindy Control decks, especially Control Warrior, she’s necessary, and I’m quite sure that she will see a bunch of play before she rotates out.
- Chef Nomi – When the card first came out, I never thought that I’m going to put it on the list of recommended Legendaries, but it happened. Right now, Nomi is used as a finisher in a variety of builds. If you can get to the bottom of your deck quite easily, then summoning a bunch of 6/6’s is a great way to close out the game. There are obviously decks built around the card (like Miracle Priest, or Nomi Druid), but they aren’t very popular. Most of the time it’s used as an extra late game threat / finisher in decks like Quest Druid, Murloc Paladin or even Tempo Rogue. All in all, the card is played in so many different archetypes right now that I have to admit that it’s a solid craft. It has also proven itself in last expansion, so I’m quite certain that it will be played in the future too.
Rise of Shadows Good Cards to Craft
- Barista Lynchen – A card that didn’t see a lot of play in Rise of Shadows (outside of some niche combos), it made a comeback in Saviors of Uldum thanks to the Battlecry Shaman. Given that the deck runs a lot of Battlecry cards (and Lynchen is one too), you can gain A LOT and I mean A LOT of value. Let’s say that you have three Battlecry cards on the board – playing Hero Power + Lynchen adds SIX cards to your decks, and you can then double the Battlecries of each one of them too. Even copying Lackeys or other small minions like that is good enough most of the time. While I wouldn’t say that it’s necessary to play the deck, it certainly helps in many builds. You can also play it in other decks simply as a value tool, although there aren’t many decks that run enough Battlecries to make it worth (your best bet would probably be Highlander decks with their Battlecry pay-offs like Zephrys).
- Archmage Vargoth – Vargoth was given out for free, but it was a while ago. While it’s not as popular as it was initially, when we had a few popular decks that could take advantage of its effect, it’s still a solid craft. Right now it sees play in a few decks, but they’re mostly rare / off-meta builds, e.g. Token Druid, Quest Priest or Big Paladin. Repeating a spell at the end of your turn is a strong effect and we will definitely have other decks that want to play it in the future.
- Swampqueen Hagatha – A solid value card with some real high tempo potential on the second card (because 7 mana 5/5 is definitely not a high tempo one). Mostly sees play as a tech in slower Battlecry Shaman builds, since it has a very powerful Battlecry. Not only you can create two Horrors with your Hero Power, but then you can double the effects of Horrors themselves too. It’s pretty slow, but very effective in some builds.
- Kalecgos – Early in the expansion, I would put it higher on the list, maybe even in the best cards to craft section. The card was a staple in Highlander Mage and it won so many games. Not only the deck naturally played many expensive spells, but Kalecgos also had insane synergy with Luna's Pocket Galaxy (making it a 1-drop opened so many possibilities). After Luna’s was nerfed and Highlander Mage lost A LOT of popularity & win rate in general, so did Kalecgos. It’s still a great card in the deck, it’s just that deck is now probably somewhere around Tier 3, so it’s really up to you if you want to still play it. That said, Kalecgos has seen play last expansion too, and I expect it to see even more play in the future – it’s good in basically every slow Mage build with expensive spells.
- Catrina Muerte – A rather off-meta card, Catrina sees play in Resurrect-based Priest decks. Decks that run mostly minions with strong bodies and rely on reviving them with Catrina and Mass Resurrection to win the game. Those are not the worst decks in the meta, but they aren’t best either, so craft her only if you want to play them. In general, Priest decks other than Combo Priest don’t look too well right now, but I suspect that if any archetype takes off in the upcoming sets, it will be a slower, Resurrect-based Priest with Catrina, as they just need 2-3 more good cards to work well.
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.
Rastakhan’s Rumble Best Cards to Craft
- Zul'jin – Zul’jin is one of the three Hero cards remaining in the game, and it’s a great one at that. Unlike other Heroes, however, its power doesn’t come from upgraded Hero Power that works well in long, dragged-out games. Majority of its power comes from the initial Battlecry effect, which usually puts up multiple Secrets, summons a few minions, adds more value to the Hunter’s hand and removes at least a part of the opponent’s board. It’s a refill card in all aspects, and the slightly upgraded Hero Power is a nice bonus (being able to hit minions is never a downside). It’s played in nearly every Hunter list – Highlander, Midrange, Secret. Only the fast Mech/Bomb Hunter builds don’t run it, since they aim to finish the game way before Turn 10.
Rastakhan’s Rumble Good Cards to Craft
- Wardruid Loti – Loti is the ultimate “Choose One” card for the sake of Druid’s Quest (Untapped Potential). While most of the regular Choose One cards only let you pick among 2 different options, Loti has 5 forms in total. So when you combine everything, she’s basically the strongest pay-off card for the mana cost. For 3 mana, you get a 4/6 with Taunt, Rush, Stealth, Spell Damage and Poisonous. It has so many uses – you can play her to remove something big immediately, to remove something small and keep her alive, to put a Taunt on the board, to make your Swipe or Starfall bigger etc. Outside of Quest build, it has seen fringe play in Token Druid, but there are better cards to put into that deck IMO. As for the Quest version, she’s great, but also not absolutely necessary to play the deck, so craft her only if you really want to play the best list.
- Shirvallah, the Tiger – It’s true that Shirvallah is not nearly as powerful as it was in Rastakhan’s Rumble, before Equality nerf, but I think that it’s still worth considering. There are two decks that might want to play it right now – the first is obviously Holy Wrath Paladin (the idea is the same – to run out of cards, then play Shirvallah, shuffle it with Baleful Banker and Holy Wrath opponent for 25). The deck has a hard time handling the loss of a lot of great cards in the last Standard rotation, but some players had success with it nonetheless. The other deck is Duel! (Big) Paladin, which uses the titular card to cheat out big minions from the deck, and Shirvallah is a solid one to pull. While Holy Wrath version appears in the meta from time to time, Duel is a completely off-meta deck.
The Boomsday Project Best Cards to Craft
- SN1P-SN4P – Yes, he was given out for free. But it since the promo has ended around 2 months ago, if someone has started playing recently, they missed the free version, and it’s still a great craft, so I had to put it on the list. If you play any kind of Mech deck, it’s a staple. It’s also great in Token-oriented builds, since it’s sticky and summons multiple bodies on death. Some builds even added more Mechs just to be able to run SN1P-SN4P (and make Zilliax even better) – that’s some serious commitment! It’s an okay T3 play, but unlike most of the 3-drops, it’s also a great mid and late game card. You can use it to create up to 3 different bodies, one big body from scratch, or buff an existing Mech on the board. That kind of flexibility makes it one of the better Legendaries in game right now.
- Zilliax – Zilliax is BY FAR the most played card on the ladder, reaching (or even surpassing) the level of infamous cards like pre-nerf versions of Corridor Creeper or Giggling Inventor. Its inclusion rate has peaked at nearly 70%, which are numbers we’ve never seen so far. While its popularity has fallen down recently, it’s still #1 card in the game, played in ~45% of the decks. It’s definitely THE best card to craft no matter what kind of decks you’re playing. The only issue is that it rotates out relatively soon, so the longer you wait, the less value you will get out of this craft.
The Boomsday Project Best F2P Card to Craft
- Whizbang the Wonderful – Whizbang is kind of an unique Legendary, that’s why I decided to make a separate category for it. If you already have a big collection, you’re a competitive player etc. then he’s a terrible craft – you would just waste your Dust. But if you’re a new or casual F2P player, then he’s probably the best Legendary you can craft. It lets you experience 18 different decks, some of which are actually quite viable. And it’s not limited to Boomsday Project – when the recipes get updated after a new expansion launches, you will get to play with all of the new builds. All of that for 1600 Arcane Dust.
- Extra Information: Click here for a full list of potential Whizbang decks.
The Boomsday Project Good Cards to Craft
- Dr. Boom, Mad Genius – I gave it a long thought and decided to not put Boom into Best crafts after all. The card was just nerfed, and even though it’s still great, Warriors are reporting slightly lower win rates now and significantly lower play rates. Especially Bomb Warrior, which is now low Tier 2 or maybe even Tier 3. Control Warrior is still one of the strongest decks and the truth is that if you want to play it, craft Dr. Boom – no way around that. But it’s nowhere near as close to the play rates of the two Neutral Mechs that are in the “Best” section.
- Subject 9 – When it was first released, Subject 9 was considered a very strong card that doesn’t have the right deck yet, and that was true. Once Secret Hunter became popular, Subject 9 turned out to be one of the best Legends at the time. We’re seeing a similar situation right now, but maybe not to the same extent. Right now Highlander Hunter is pretty popular, and most builds run a bunch of Secrets, so Subject 9 is naturally a great inclusion. Same goes for regular Secret Hunter, which is not as popular, but is gaining some traction after the nerf patch. 5-drop that draws up to 5 cards is an amazing card in both of those decks, so if you play them, you really want to get it. While I’d say that it’s not a key card in Highlander version (you can still play without it), in a Secret version it’s absolutely necessary. It also sees some fringe play in decks like Secret Mage or Secret Paladin, but they are neither popular, nor good.
- Flobbidinous Floop – Floop is a really cool card, which has seen play in a variety of decks ever since it was released. It was most useful in slow Druid decks, such as Malygos Druid (copying Malygos for just 4 mana is obviously great), but those were basically killed with the nerf to Ramp cards AND rotation. Right now, Floop is most commonly played in Quest Druid, where it can be used to copy powerful plays like Oasis Surger (which creates 2x 5/6 with Rush for just 4 mana), Cenarius (while the initial body is significantly smaller, it still summons 2x 4/4 Taunts and buffs the rest of your board) or King Phaoris (after the initial board gets AoE’d you can just repeat the same thing again). While not necessary in the deck, it adds a lot of power and I would strongly recommend crafting it if you’re a Quest Druid player (or Druid player in general).
- Kangor's Endless Army – Paladin’s Legendary spell has seen some play in Rise of Shadows, when Mech build was a thing. Right now Mech Paladin is not really a part of the meta, but Kangor’s is still great in another build – Quest Paladin. The thing about Quest Paladin is that most of its pay-off cards are Mechs – things like Mechanical Whelp or Mechano-Egg, especially when Magnetized into, make great revive targets with Kangor’s. And given the nature of your Hero Power, even a single one of them is enough to fully populate Kangor’s after you copy it with Hero Power, making it basically the strongest late game play in the entire deck. As strong as it is, however, it relies on Paladin decks running Mechs, which is not a given. Craft it only if you want to play Quest Paladin or Mech Paladin now, because it’s hard to say whether those will see play in the future (I would say that probably yes, but we never know).
- Myra's Unstable Element – Rogue’s Legendary spell was always one of the strongest. While the effect is kind of like a double-edged sword, the edge facing your opponent is much sharper. It’s a massive refill, usually getting you an entire hand worth of cards for just 5 mana. Yes, you do no longer draw anything and start taking fatigue damage, but you’d gladly take that over slowly topdecking card after card and losing to an opponent who has already stabilized. Myra’s is a Tempo Rogue staple and it has been a common card ever since it was first released. While Rogue is not in the best spot right now, it’s clear that the card will see more play as long as Rogue will be viable.
- The Soularium – Soularium was always an okay card, but not a necessary one, and it’s still the same. Some of the best Zoo Warlock builds are running it, but you can easily find builds that opt to not include it even though players obviously own the card. The thing about Soularium is that it’s amazing in the late game, but it’s basically a dead card early, something that Zoo doesn’t really want. Besides Zoo, Soularium has seem some play in Mecha’thun Quest Warlock, since it progresses the Quest nicely and cycles through your deck for the sake of Mecha’thun, but lots of builds also don’t include it, because it’s unplayable until you draw your combo pieces (since you don’t want to discard any of them). Overall, it’s not a bad craft for a dedicated Warlock player, but I wouldn’t put it high on the priority list.
The Witchwood Best Cards to Craft
- Shudderwock – While the infamous Shudderwock combos involving Saronite Chain Gang and Grumble, Worldshaker are long gone (both because of Chain Gang nerfs and rotation), the card is still alive and kicking. Ability to replay all of your Battlecries can be very powerful and often serve as a win condition, similar to cards like the old Yogg-Saron, Hope's End or Zul'jin. Battlecry (Quest) Shaman is now the most popular and strongest Shaman build and Shudderwock naturally fits into it. While you can’t easily play it with the Hero Power (you need to go second and save the Coin), even just repeating all of the Battlecries you’ve played over the course of the game is often enough to snatch some minions from the opponent, flood the board and refill hand completely.
The Witchwood Good Cards to Craft
- Tess Greymane – Tess is a cool card, but it was always a fun/meme/niche Legendary and not an actual, meta one. In Saviors of Uldum, things have changed slightly. Thief Rogue with Quest – Bazaar Burglary – is a niche, but playable deck. It’s far from the strongest meta build, but some players had success with it. And most importantly – it’s really fun to play. So while I wouldn’t say that you should craft Tess no matter what, if you want to play this fun, albeit slightly off-meta deck, then Tess is a great card to have. If you’re looking for something competitively viable, I wouldn’t craft the entire thing, but if you already have Quest and some other necessary cards, then I guess that I could recommend getting Tess to finish the build.
- Houndmaster Shaw – He used to be a Hunter staple, and he’s still strong, but the problem is that most of the Hunter decks no longer need him. Bomb Hunter is too fast and relies on Mech synergies, so doesn’t really want it. Midrange Hunter plays Beasts-only decks to activate Master's Call. So he ends up seeing play in some Highlander Hunter builds – but only roughly 1/3 of the lists. I’d say that Shaw is still a nice tool to have in Hunter player’s arsenal, but even when you play Highlander Hunter, there are a variety of options you can replace it with, as it’s not a key card.