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 Legendaries played in a variety of decks or ones that are staple in a strong meta deck. Given their strength, they’re very likely to continue seeing play before their rotation. Good Cards to Craft are Legendaries that are less popular and possibly not as strong, but also playable in the current meta. They are usually necessary (or at least very helpful) in a specific, less common archetype. Some of them are more of a tech cards / Legendaries specific to this meta and might not see that much usage in the future.
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. Of course, it all depends on the decks you want to play, your favorite classes and so on – you need to apply your own filter to the list too.
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. And finally, cards from last year’s expansions have the lowest priority – and the closer it is to their rotation, the lower priority they have.
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
There are currently no Classic Legendaries that I would consider “best” crafts.
Hearthstone Classic Set Good Cards to Crafts
- Edwin VanCleef – Edwin used to be by far the best Classic Class Legendary for a long, long time. It finally got nerfed to 4 mana, and we now know that it will rotate out of Standard very soon… but what can I say, even at 4 mana it still works. Given how many cheap cards you run + the fact that Foxy Fraud has made it even easier to play it means that you’re still going to see early 8/8 or 10/10 Edwins. It will no longer be auto-include it was before, though, which is the reason why it dropped down from “Best” to “Good”.
- 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 nearly every meta.
- 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 mostly played in Druid (since the class has again got a good way to “cheat” it out), and sometimes in Quest Warlock (but it’s not very popular currently).
- Grommash Hellscream – Grommash is mostly used as a finisher in Midrange Warrior decks, mostly ones running a way to “activate it”, such as Inner Rage. Right now it’s sometimes played in Enrage Warrior, a deck that heavily relies on damaging own minions. 10+ burst damage is not a shabby way to close out games.
- 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 (and possibly Pirates). Right now it would mostly fit into decks like Bomb Warrior or Weapon Aggro Rogue, but those decks run Doctor Krastinov instead. Krastinov is quite similar, but overall slightly more powerful than Greenskin (due to Rush and a slight chance to get multiple triggers).
Year of the Phoenix (2020) Sets
The Year of the Phoenix consists of Ashes of Outland, Scholomance Academy and Madness at the Darkmoon Faire. All three sets will rotate out of the Standard format with the release of the first expansion of 2022.
Darkmoon Faire Best Cards to Craft
Darkmoon Faire is the latest set, so we had less time to judge the power level of those cards – keep that in mind!
- Y'Shaarj, The Defiler – As you can see, the “new” Old Gods are clearly successful, but the one that stands out most is Y’Shaarj. Expensive Legendaries, especially those that cost 10, are only good when they have a powerful immediate effect – and that’s exactly how Y’Shaarj works. Since it adds a copy of each Corrupted card to your hand + it makes them cost 0 for a turn, it gives you a massive swing turn and lets you replay some of your key cards. Depending on the deck, you might be able to replay Tickatus and clear the board with Cascading Disaster in Warlock, gain a lot of Attack / Armor with Moontouched Amulet and Taunt up in Druid, or flood the board with big minions in Paladin. There are multiple solid ways to build your deck around Y’Shaarj, and I can imagine that we’ll get multiple combos involving it in the future.
Darkmoon Faire Good Cards to Craft
- Yogg-Saron, Master of Fate – New Yogg works kind of similar to the old one – in fact, it can work EXACTLY the same if you roll that effect (19% of time). But frankly, in the situation in which you want to play the card, every effect is good. You might clear the whole board and gain lots of stats, you might steal some of your opponent’s minions, you might flood the board with Rush minions… yeah, it gives you a lot of outs, lots of ways to come back into the game that would otherwise be lost. Of course, the card only fits into decks that can consistently play 10 spells to activate it, preferably by the time they can play it. For that reason, the card sees most play in Druid and Mage, both of which are spell-heavy classes right now. But it’s also found in Priest or Rogue – leaning heavily towards Highlander builds, mostly because they have more flex slots.
- C'thun, the Shattered – C’Thun is the third most commonly played Old God right now and (just like 10 mana cards usually do) it sees play in slowest decks. The idea behind C’Thun is that it’s a very late game finisher, it only really comes relevant in those longest matches that might go to fatigue. Having to play all 4 pieces and then still to draw C’Thun might seem like a big deal… and honestly it is, that’s why most of the builds can’t afford it. But those which can (such has Control Warrior or Highlander Mage) don’t always mind extra cards in the deck and they enjoy having an actual win condition they can kill their opponents with instead of relying on sticking something to the board.
- Tickatus – Tickatus has to be one of the most polarizing cards in the game right now – some people love it, others absolutely hate it. While the regular version is really not that threatening (in fact, it’s unplayable in many cases), once you Corrupt it, you have a 6 mana 8/8 that mills 5 cards from your opponent’s deck. And the best (or worst) thing is that it can be replayed with Y’Shaarj, making it a total of 10 cards milled – which, as you can imagine, is enough to win many matchups. Yes, it’s not a great card vs Aggro, because honestly they don’t care if you remove X cards from their deck and it’s very slow… but if you play against Control and you can force them into fatigue before you hit it, that’s a big win (especially considering how many cards you draw with Hero Power). It can also disrupt Combos – randomly, yes, but with 10 cards milled the chance that you hit some of their key combo pieces is pretty high. Because of that, the card is right now a very common win condition in slow Warlock decks.
- Rinling's Rifle – 4 mana 2/2 weapon might not seem like much, but it packs a lot of value. Since you get two Secrets for free, that already covers the card’s cost, so the weapon part is virtually free. And the best thing about it is that Discovering a Secret is a good deal – Hunter Secrets are pretty good in general, and picking the one that fits the given situation most is a nice deal. What’s even better is that your opponent has no clue what you got, so you might be able to bamboozle him and force him to play around things that aren’t there. Overall, a great Hunter card, which should see lots of play – even in decks without Secret synergies.
- Il'gynoth – The card has two main uses right now, but both involve dealing lots of extra damage. The first use is in Soul Demon Hunter. Here, the plan is to pre-equip Aldrachi Warblades, then drop Il’Gynoth next turn with multiple weapon attack buffs and hit your opponent for twice the damage (since all the Lifesteal is turned into damage too). For example, if you get the weapon up to 10 attack, with Il’Gynoth on board you will deal 20 damage instead – that’s massive. The second use is in its own deck – a combo build that relies on getting it out alongside Mo'arg Artificer(s) and then dropping Felscream Blast / Eye Beam for massive burst damage. The deck can easily deal over 30 damage in a single turn, and while it’s pretty tricky to play at times, many people had success with it over the course of this expansion. Overall, a good Demon Hunter card.
- E.T.C., God of Metal – Just like the previous card, ETC is also played for its combo potential. It’s used as one of the win conditions in current Warrior builds. The goal is to drop it on the board, get it damaged by any means, then copy it twice with Bloodsworn Mercenary. After that, you give all your minions Rush with Animated Broomstick… and each attack will deal 6 damage to the opponent thanks to three copies of ETC. You can deal up to 42 damage that way (realistically it’s usually less than that, but enough for OTK). While you don’t need the card to play Warrior, because the class has alternative ways of closing out games, it’s proven itself on many occasions.
- High Exarch Yrel – Yrel is a new addition to Pure Paladin deck. Previously, we only had two cards – Lightforged Zealot and Lightforged Crusader. Yrel adds even more power to the deck – while 7/5 for 8 mana doesn’t seem impressive, if we count all the extra keywords the card starts looking awfully similar to Zilliax. A bigger Zilliax. And that’s the best thing about it – you usually remove a mid-sized or big minion, heal for 7 (or more if you have buffs) and still leave behind a Taunt that might give you another surge of health. If you want to play Pure Paladin, Yrel is a great card to have. The only consideration is that other Pure cards rotate out of Standard soon and we don’t know whether Blizzard will keep this mechanic alive. Yrel alone most likely won’t be enough to justify dropping all Neutrals, so the card might have a pretty short lifespan.
- N'Zoth, God of the Deep – The last Old God is definitely less popular than the other three right now, but it doesn’t mean that it’s weak, it’s just a bit harder to build a deck around it. Unlike the old N’Zoth, which favored Deathrattle minions, the new version relies on so-called “Menagerie” builds – decks that run minions of multiple minion types (you know, Mechs, Elementals, Dragons, Murlocs etc.). Realistically, even 3-4 minion types played in your deck is good enough to run N’Zoth, but even that it more than most of the builds run. That’s why you can’t just slam in N’Zoth and be done with it – it’s a card you really need to build your deck around. Right now the two most likely candidates are Paladin and Warrior, both of which had some Darkmoon Faire cards tailored for this style of gameplay. If you want to play one of those decks, N’Zoth is a must – it’s hard to say how well the card will work in the future, but I can easily imagine some decks wanting to play it down the line.
- Sayge, Seer of Darkmoon – While Sayge seems like a Secret Mage card, and yes, it works best in Secret Mage, sadly it turned out that it’s not the best deck around. It’s playable, but mostly off-meta. However, the recent surge in popularity of Highlander Mage gave Sayge another place. After all, Highlander Mage might also play a couple of Secrets. Realistically, by the time you drop it, you usually should have played at least one or two Secrets, meaning that the card becomes a nice refill. And even in the worst case scenario, Sayge is not completely unplayable – 6 mana 5/5 that draws is not great, but it might be good enough if you desperately need to cycle it.
- Inara Stormcrash – Inara is a really cool Legendary – at the very base level, it’s a 5 mana 4/5 that lets you deal 4 extra damage immediately. Which is not great, but not bad – especially since the damage is 2x 2, meaning that you can hit two targets. Thanks to Windfury, however, another advantage of Inara is that any attack buffs are doubled. The best examples are Rockbiter Weapon and Stormstrike, both giving you 6 damage instead of the regular 3. Because of that, Inara is very commonly seen in Aggro Shaman, a deck that has been gaining some popularity lately. Inara is not a must-have, because Doomhammer also gives you Windfury (and Doomhammer combos were a part of old-school Shaman decks years ago), but the extra 4/5 body also means that your opponent has to clear it or else he takes even more damage, making this Legendary a really good addition to the deck.
- Grand Totem Eys'or – While it’s a bit below my play rate threshold (it’s at 0.9% at the time I’m writing this), I’ve still decided to include it just to let you know that Totem Shaman is not bad. In fact, the deck is decent and has pretty solid win rates – it’s just not popular at all for some reason. And if you want to play Totem Shaman, Eys’or is a must-have!
Scholomance Academy Best Cards to Craft
- Jandice Barov – When the card was first revealed, people have focused too much on the mindgames of making one of the minions 1 health, but that’s not really the most important part of the card. Even in the cases in which it’s really obvious which minion is which, the card just drops so many stats that your opponent will usually have a quite hard time answering it anyway. Random 5-drops are quite good, even if one of them has only 1 health. And if your opponent guesses incorrectly – it’s even better. Jandice doesn’t really synergize with any deck in particular, but it’s just a great 5-drop and it’s a staple in most of Rogue & Mage builds.
- Lord Barov – Barov is a 3 mana Equality with a 3/2 body that deals 1 damage on Deathrattle. Yes, that’s really, really sick. For that reason, it’s commonly seen in Warrior, where it can be combo’d with Risky Skipper or let’s say Sword and Board for an easy full board clear (akin to the oldschool Wild Pyromancer + Equality, but even better). It’s not as common in Paladin mostly because Pure Builds don’t run it without an easy way to trigger it – Libram version, however, likes Barov too and has some ways to make it work. Great card that should see lots of play over its time in Standard.
- Soulciologist Malicia – Soul Fragment synergies have turned out to be quite good in Demon Hunter – so good in fact that the deck got nerfed recently. Malicia usually tops the curve – with how many Soul Fragments you shuffle, it’s quite common to summon 3-5 minions, which both help with board control and create a pretty big board. As for the Warlock, faster Zoo builds don’t really use her despite running some Soul Fragment synergies from time to time, but it’s common in slow builds like Galakrond Warlock, with the added benefit of being just the right amount of mana to Corrupt Tickatus. Overall a really good card.
Scholomance Academy Good Cards to Craft
- High Abbess Alura – One of the strongest cards in Pure Paladin – it’s quite easy to activate with a discounted Libram of Wisdom or First Day of School, and she often just seals the game on Turn 4. Rolling a Blessing of Authority or Libram of Hope is game-winning, while spells like Libram of Justice or Consecration can save your skin in many mid-late game situations. Not knowing what you will get makes it kind of difficult to play correctly at times, but there’s virtually no way in which the card can harm you, so that’s great.
- Lorekeeper Polkelt – Even after the nerf to 5 mana, Polkelt is still a solid Legendary to get. It’s a quite unique effect, but it has proven itself to be strong and useful in the right deck. Sorting it from the highest cost card to lowest cost card not only lets you “tutor” some specific, late game card, but it also means that your topdecks are quite good. In the mid-late game, you want to be drawing your expensive, impactful cards and not 1-3 mana ones. Interestingly enough, so far the card is most common in quite low curve / aggressive decks, since it lets them filter out all the small cards and get straight to their ways to close out the game. Very cool card, and I suspect that we will see it a lot over its time in Standard even at 5 mana.
- Instructor Fireheart – Fireheart was always a good card, but it didn’t see play previously simply because Shaman wasn’t played. Ever since Shaman became much more popular, Fireheart has been a part of the meta. 3 mana 3/3 that Discovers a spell is good enough to see play – after all, Vulpera Scoundrel is a playable card with weaker stats. And the fact that you can often get multiple spells from it makes it not only an okay 3-drop, but also a late game value powerhouse. If you play Shaman, definitely craft it, as it will be a mainstay in the class until it rotates out.
- Doctor Krastinov – A “new” version of Captain Greenskin, and frankly a more powerful one. While it can’t be played on the empty board (or rather it can, but it won’t get any value), the fact that it has Rush AND it can possibly buff the weapon more than once makes it superior to the Classic Legendary. Right now it’s commonly played in Bomb Warrior, as well as the weapon-based Aggro Rogue builds, and I suspect that it will see a lot of play in those two classes over the next few expansions.
- Rattlegore – Besides its obvious use in Big Warrior (pulling it from Commencement is just a win in some matchups), the card has been a Control Warrior staple, no matter which flavor they run. With how resilient it is (and how unpopular Silence / Trasnform cards are right now), it’s a massive threat in any slower matchups. It becomes even better if you run Bloodsworn Mercenary and get extra copies of it – of course, it only works in slowest matchups, but it’s still a cool way to win the game.
- Forest Warden Omu – If you’re at 6 mana, which is not that hard in Druid, Omu is essentially a 0 mana 5/4 as long as you can follow it up with a spell. Even better – if you’re at 10 mana, it nets you up to 4 mana for free, which is really nice. Because of that, Omu is usually an important part of Malygos Druid builds, since getting free mana is never bad in that deck (even more so if you run it with Germination, letting you play Maly AND go back to 10 mana). But it has seen some play even in non-Combo builds that simply run it for some extra late game tempo.
- Speaker Gidra – Gidra is useful in any Druid spell running more expensive spells – while the base 3 mana for 1/4 with Rush and Windfury is quite mediocre (although even that can be useful at times), it’s quite easy to turn her into a massive threat. With how much of the early/mid game Druid spends on ramping up and making slow plays, Gidra lets the player come back into the game with a massive swing. For example, normally an Overflow turn is really slow, but with Gidra you can play Overflow and still put an 8/11 minion that can clear two bodies on the board. She’s also a massive late game threat that absolutely needs to be killed.
- Mindrender Illucia – Another pretty unique effect. Illucia was quickly nerfed from 2 to 3 mana, but it didn’t stop her from seeing play. Her main use is disruption – in a perfect case scenario you want to play her when your opponent might be holding some key cards, then you swap and play those cards yourself, ruining their game plan. You can also play her earlier with nothing playable in your own hand to “force” your opponent to more or less skip the turn. One thing that people aren’t really talking about much is that you also force your opponent to skip his own draw and draw a card to “your” hand instead, making even mediocre steals more powerful than they seem. It’s an interesting and quite powerful card, definitely a good craft for Priest players – especially in a meta with Combo decks around.
Ashes of Outland Best Cards to Craft
There are currently no Ashes of Outland Legendaries that I would consider “best” crafts.
Ashes of Outland Good Cards to Craft
- Lady Liadrin – Pure / Libram Paladin have reached the critical mass of good cards, and Lady Liadrin just makes them even better. Those decks run a lot of great spells that target own characters – Libram of Hope, Hand of A'dal, Blessing of Authority… and most importantly – Libram of Wisdom. The last one is the main reason why Liadrin is so strong in Paladin. After a few turns of playing Libram of Wisdom for 0, your pool will be full of them, and Liadrin will give a bunch of its copies. With let’s say 6x Libram of Wisdom in hand, any minion you play automatically becomes a big threat, making Liadin an amazing late game refill / win condition in those decks. Unless Silenced or Transformed, Paladin might be able to overwhelm even the slower decks after just a few turns of turning e.g. 1/1’s into 7/7’s.
- Kanrethad Ebonlocke – 2 mana 3/2 with no immediate board impact might not see that great, especially not in Zoo Warlock, but getting a mana discount on Demons in a deck full of Demons works pretty nicely. You can play it on T2 and then drop one of your 1 mana Demons immediately (Flame Imp, Voidwalker, Spirit Jailer). If it survives a turn, you can also curve out with Nightshade Matron on T3. And then you’re shuffling a nice late game board refill into your deck – with how much you cycle, you should be able to find it pretty consistently. If you play Zoo Warlock, it certainly makes the deck stronger.
- Murgur Murgurgle – Interestingly enough, Murgur Murgurgle is not a good craft because of the deck you would think about first when seeing it – Murloc Paladin. Yes, it’s a great Murloc Paladin card, but Murloc Paladin sees nearly no play. But it’s also a quite solid Pure Paladin card. If you’re building a deck with no Neutrals, Paladin doesn’t have access to that many good class 2-drops. Shotbot (for which you need to buy Galakrond’s Awakening anyway, making it quite expensive too) is the only great one, so players end up using Murgur quite often. 2/1 with DS for 2 is okay-ish, and then the Murgurgle Prime is an amazing board refill that can close out some games. Thanks to Divine Shield, the Murlocs it summons might live through multiple AoE spells, potentially giving you the final push against slower decks. At the same time, it’s not a must-have card – some builds don’t run it, so I would craft it only if you really like to play Paladin.
- 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 / Reborn effects – 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, basically a staple in every slower build.
- Kayn Sunfury – Maybe not as auto-include as it used to be before the nerf (from 3/5 to 3/4), but it’s still a very strong card. It being a 3/4 with Charge already makes it sort of playable – guaranteed 3 damage with an okay body, comparable to Kor'kron Elite, but with flipped stats (which can be better or worse depending on the situation). But its effect is what pushes it over the edge. Taunts are one of the biggest Demon Hunter counters – they need to be smacking you all the time, especially with weapons, 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 (Aggro or Soul Fragment versions alike), craft it!
- Astromancer Solarian – It used to be a Tempo / Cyclone Mage staple, but the deck doesn’t see almost no play this expansion. I mean, if you want to play it, you would still run Solarian, but you’re more likely to encounter it in a slower version, Highlander Mage. The first body is okay – 2 mana 3/2 + 1 Spell Damage is not bad by itself (especially if you consider all the Spell Damage synergies like Cram Session or Ras). But its main power lies in the card it shuffles – Solarian Prime. Some players think of it as another “casino” card, casting random spells and all, but to be honest, it’s much more consistent than other similar cards. Since targeted spells (usually removals, freezes etc.) always hit opponents, you won’t end up killing your own stuff with them. AoE spells are always beneficial, and drawing/generating cards is usually good too. 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, even after the Prime part was nerfed to 9 mana.
- Kargath Bladefist – 4/4 with Rush for 4 is okay, but just like with all Primes, you’re mostly playing them for the cards they shuffle. In this case, Kargath Prime is not only a huge minion with Rush, so you can clear basically anything outside of the biggest minions, but you also gain 10 Armor whenever you kill something. The card is great in Big Warrior – not specifically for the first body, but pulling the second one from your deck (especially with Dimensional Ripper) can be game-winning. Even more so now that you can tutor both parts with Stage Dive. It’s also seeing some play in Control Warrior builds as a defensive option. Overall it’s a solid Warrior card.
- Shadowjeweler Hanar – Hanar was a Rogue staple until very recently, when players have switched from Secret version to Combo/Whirlkick version. It doesn’t mean that Secret build is bad – on the contrary, it’s still good, but Combo one was just very similar with even more long-term value produced by Whirlkick Master. But if you want to play Secret version, Hanar is a must-craft, as it’s a massive resource generator in the mid/late game. In many cases, it can seal the game by itself – getting the right Secret might prevent your opponent from clearing it, giving you another turn (or even multiple turns) or infinite value.
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 of 2021.
I DO NOT RECOMMEND CRAFTING YEAR OF THE DRAGON CARDS UNLESS YOU HAVE A LOT OF SPARE DUST, SINCE THEY ARE GOING TO ROTATE OUT SOON!
Descent of Dragons Best Cards to Craft
- Kronx Dragonhoof – Despite losing some popularity, Galakrond decks are still a big part of the meta (around 12% at the time I’m writing this), and Kronx is basically an auto-include in them. 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 or summoning an 8/8 Taunt. No matter which Galakrond deck you play, at least one of the effects 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 until rotation.
- 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 also a staple in those builds. The only exceptions are very aggressive, low curve builds, such as faster version of Highlander Hunter. In most cases, if you play Highlander deck, you play Alexstrasza, and Highlander decks have been pretty good ever since Saviors of Uldum. 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). Even after it got nerfed (the Dragons now cost 1 mana and not 0 like they used to), with how amazing the pool of random Dragons is, it’s still a massive tempo play and really worth it.
Descent of Dragons Good Cards to Craft
- Deathwing, Mad Aspect – 8 mana 12/12 are great stats, but to be honest, if it’s all it was, the card probably wouldn’t be played. “Bunch of stats” cards usually aren’t good. But luckily for Warrior, the card is so much more – it’s like a perfect late game card, combining a big threat with immediate board impact. Most of the time, you’re going to clear a bunch of small minions (or one big minion) and still have a let’s say 12/3 body left. Deathwing is a staple in many Warrior builds – and for a good reason, because there’s basically no matchpu in which it’s a bad card. It’s a really good craft if you’re playing Warrior.
- Dragonbane – A very common Hunter card with a powerful effect. While the stats aren’t amazing (they aren’t terrible either, but 3 attack on a 4-drop is not optimal), if you drop him and press Hero Power, it immediately deals 5 extra damage. To a random target, yes, but still – lots of the time no matter what it hits, it’s good. Hitting a minion often just clears it, while hitting face is 5 extra damage, and Hunters love extra face damage. And the best thing about it if it sticks to the board, it will just snowball the game. It gets even better considering that you can tutor it with Lorekeeper Polkelt and then have a Dragonbane + Hero Power T6.
- 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. Right now it’s a staple in – obviously – Pirate Warrior, but it’s also played in slower builds that run Pirates like Risky Skipper, Hoard Pillager or Sword Eater.
- Ysera, Unleashed – The oldschool Ysera used to be one of the best value tools back in the day, but the new version (available only to Druid) is more of a tempo tool. Not immediate tempo, but delayed tempo. Once you play it, you shuffle a bunch of Dream Portals into your deck, which then summon random Dragons when drawn. Given that random Dragons are pretty big on average, you’re going to have a couple of really powerful tools where you summon 2-3+ extra minions on top of whatever you wanted to do that turn anyway. While quite slow initially, it’s a huge win condition in Druid and commonly seen in most of slower Druid decks.
- Murozond the Infinite – Murozond, just like most of the Priest recent Legendaries, comes with a quite interesting effect. The card has become a staple in slower Priest builds – both Control and Highlander. After your opponent makes a big turn, you can just drop Murozond 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 and such, but it’s still a great late game swing card. Craft it if you play slow Priest decks.
Saviors of Uldum Best Cards to Craft
- 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 between Zephrys and the new Alexstrasza, players are now running singleton builds with no class synergies (thanks to those two strong Neutrals), such as Highlander Priest. 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, a big threat, burn damage, weapon destruction, secret destruction, buff etc. It also sees play as a finisher in some non-Highlander decks that cycle a lot – it’s just a 3/2 until the late game where they draw all their duplicates. By far the best Legendary from Saviors of Uldum, which should see play all the way until it rotates out of Standard.
Saviors of Uldum Good Cards to Craft
- Siamat – Just like many have suspected, Siamat turned out to be a solid Neutral Legendary. While not as ubiquitous as Zilliax was, it found its place in many Midrange and some Control builds. Its main strength lies in 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 perfectly. It was never an overpowered card that everyone played, but overall it has seen lots of play and is still pretty popular.
- Dinotamer Brann – At times, when Highlander Hunter was dominating, Brann was one of the best Legendaries in the game. In fact, we had such a period quite recently, after which the card got nerfed from 7 to 8 mana. Given that the decks were already leaning towards Aggro and cutting most of the 4+ cost cards, it’s was a solid hit to its viability, so it’s no longer nearly as popular. The deck is still fine, it can still win lots of matches, but now you have to wonder whether you’d rather just play a Face Hunter build instead. Still, if you do want to play Highlander Hunter, you still need Brann.
- Reno the Relicologist – Highlander Mage, just like Hunter, has its ups and downs, but it was in the dumpster a bigger part of its Standard presence. Right now it’s making a slight comeback, and if you want to play it, you absolutely need Reno. The card itself is really powerful – 10 random damage is usually enough to clear a few smaller minions or a single bigger one, and it also leaves a 4/6 body behind. Flexibility of removal makes it great against nearly every deck on the ladder, and if played correctly, it might mark the moment for Mage to switch from simply trying to keep up with the opponent to being the proactive party. If you want to try out Highlander Mage shortly before it rotates out, craft it.
- Elise the Enlightened – For the longest time, Elise was the only “unplayable” Highlander synergy card. To be more specific, it wasn’t literally unplayable, but rather not good enough to form a deck around, even with Zephrys & Alexstrasza. Things have changed recently, as Druid got a few interesting, flexible tools in Darkmoon Faire. Highlander Druid is certainly not a popular build, but a few pro players had successful, high Legend runs with it. I tried it out and it worked quite well, but it has its downsides. If you want to try it out, you definitely need Elise, as it lets you duplicate your win conditions like Y'Shaarj, The Defiler, and that’s quite important.
Rise of Shadows Best Cards to Craft
There are currently no Rise of Shadows Legendaries that I would consider “best” crafts.
Rise of Shadows Good Cards to Craft
- Blastmaster Boom – Bomb Warrior has disappeared early in Darkmoon Faire, but it started making a comeback after all the balance updates. And Blastmaster Boom is a key card in the build. Since you’re putting lots of Bombs into your opponent’s deck (and it’s so easy to draw a Wrenchcalibur thanks to the Corsair Cache), he summons four or six Boom Bots very commonly (and that’s, obviously, amazing). It can be a big threat, or a way to push a lot of damage immediately – if you combo it with Risky Skipper or Bladestorm (or any other small AoE), you get multiple Bombs exploding at the same time. Assuming no minions on the opposing side and 6 Bombs dying, the combo can deal between 6 and 24 damage. Even assuming the average ~15 damage it’s still a great way to put your opponent into lethal range or even straight up kill them if they already took some Bomb damage. Craft it if you want to play Bomb Warrior.
- Jepetto Joybuzz – Jepetto was always a combo-oriented card. It costs a lot, comes with a weak body, and drawing 1 mana 1/1 copies of your minions is usually a weak effect. However, if those minions are specifically ones with super powerful effects that aren’t played for their bodies, it’s a different story. The card was usually used to tutor Malygos and it’s similar right now – it sees some play in Druid, because drawing either Forest Warden Omu or Malygos makes the combos revolving around those so much easier to pull off. Solid card if you want to play that deck, but it hasn’t seen much play outside of it.
- Kalecgos – Mana cheating is good. While it’s not a classic “drop a big body early” kind of mana cheating, the fact that you can play a 4/12 minion in the late game, Discover a spell, and then play it (or any other spell from your hand) for free is solid. 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 / Deep Freeze, or a big board clear with Blizzard / Flamestrike etc. Oh, and it’s a Dragon for the sake of Dragon synergies. It’s a Highlander Mage staple, and while the deck isn’t doing AS good as it was before, it’s still decent.
- Madame Lazul – 3 mana 3/2 which gives you a card and lets you take a peek into your opponent’s hand – if you play a slower Priest deck that relies mostly on Control strategies and not necessarily reviving big minions, it’s a great card for you. Priest doesn’t have much to do in the early game, so having a small body that replaces itself is not bad. Extra information is often overestimated, but it’s never bad to know what your opponent might be holding. It’s not a must-have Priest card per se, since it doesn’t have any specific synergies, but it makes the deck better overall.