With the release of Hearthstone's new expansion Journey to Un'Goro a ton of new cards, decks and strategies are emerging in the world's most popular digital trading card game.
Many of these fresh decks and strategies will rely heavily on the game's new legendary cards. But, as always, crafting these is terribly expensive, and even though you pre-purchased the 50 Un'Goro packs and saved up a lot gold, you're probably not going to have all the legendaries needed to play every deck you want to play, at least not from the get-go.
'Hearthstone': The Best 'Un'Goro' Legendaries Worth Crafting
That's just how Hearthstone works. If you're not willing to spend literally thousands of dollars on the game to complete your collection, you'll have to make due with what you got and slowly go from there. The more you play, the faster you'll eventually own every card needed, especially if you follow our tips on how to grind gold in Hearthstone.
But it's going to take time. A long time. And we don't recommend trying to complete your collection within days or weeks of Journey to Un'Goro's release.
- Hearthstone Un'goro Elemental Cards: A Complete Guide
- Hearthstone Un'goro Quest Cards: A Complete Guide
- Hearthstone Un'Goro: The Best Adapt Cards & When To Use Them
Instead, we'll tell you which legendaries from Un'Goro to craft and which to disenchant. That way, you'll be able to play the best decks as fast as possible without emptying your pockets.
Let's start out with the Neutral legendary cards.
As powerful as Ozruk can be he's simply too conditional and more importantly slow. Coming in at 9 mana, chances are you will have played just one big, 8 mana minion the previous turn, only leaving Ozruk as a 5/10. If that was an elemental, that is. Which is basically a 9 mana Ancient of War. Not good enough with the current cards.
- Verdict: Disenchant unless you're really digging the elemental tribe.
Hemet, Jungle Hunter
A very interesting card that basically deletes low-value top decks in the late game. This can be really strong in the right deck or in specific situations, but it can also make you go to fatigue faster or delete that Equality you really need together with a Consecration to clear the board.
- Verdict: Craft. We're certain this card will make it into some strong decks at some point.
Elise The Trailblazer
This Un'Goro pack is a 2 mana spell that adds 5 random cards from Journey to Un'Goro to your hand. Which is really strong, but also slow as you have to draw the pack, play it, and then play whatever cards it contained. Could work well in some more control-oriented Hearthstone decks as Elise's stats are all right too.
- Verdict: Craft. She's versatile and fun, so what's not to like.
This is the new Brann Bronzebeard, doubling your output of Deathrattle instead of Battlecry. Very strong effect that can potentially make low-value minions with powerful Deathrattles viable. Though in many cases, just triggering an OK Deathrattle like Bloodmage Thalnos (makes Umbra a 4 mana 3/4: draw a card) or Infested Wolf (makes Umbra a 4 mana 5/6) is fine too.
- Verdict: Craft. You know you want to.
It's easy to imagine The Voraxx getting some value if it manages to stay on your board when you've got a buff in hand. But you have to ask yourself: how often is that going to happen with the amount of buffs currently used in Hearthstone? The Voraxx might work in a buffadin deck, as the new Paladin Quest is pushing the class towards buff-usage or with the Priest class with Power Word: Shield. It is unlikely though.
- Verdict: Disenchant, unless you really love Paladin and Galvadon.
Moving on to the Legendary class cards.
Lyra The Sunshard
A 5 mana 3/5 that can potentially give you one or more random cards. Unfortunately, it could also give you nothing, making you lose a lot of tempo by playing it over another 5 drop. More cards are of course nice, but the risk of playing Lyra without getting any value from the ability is high, making her work only in specific spell-heavy Priest decks.
- Verdict: Keep if you plan to play Priest in the future. She seems to be the way to go with the class right now.
Big numbers and an anti-removal keyword will make Tyrantus stick around more often than not, but it's not enough to make this 10 mana cost card really effective. There's simply too much AoE removal like Devolve and Twisting Nether and Battlecries like Big Game Hunter or Vilespine Slayer that will punish you for spending 10 mana on Tyrantus.
With that said, this legendary works in a deck focused on completing the Druid Quest.
- Verdict: Probably disenchant, unless you really want to make that mediocre Druid Quest work.
In combination with Whirlwind, King Mosh is a full board clearer (including your own minions) which control Warrior likes. That's why people used to play Deathwing in the deck. It can also be used as single target removal if you damage a minion with a weapon or small minion beforehand.
This requires you to have a Whirlwind when you're on 10 mana, not having spent it on removal or trigging Grommash Hellscream though. On top of that, it looks like control warrior will be more minion-heavy with the taunt-focused Quest, so you might end up killing off your own board as well.
- Verdict: It's a close one, but disenchant unless you want to try out all the different variations of control warrior.
Kalimos, Primal Lord
There are four Elemental Invocations and you get to pick which one to cast. Either you fill your board with 1/1s, heal for 12, deal 6 damage to your opponent's face or 3 damage to his board. All of them are powerful in the right situation and provide you with some invaluable flexibility on top of a 7/7 body. It's a must in elemental Shaman.
- Verdict: Craft, of course. Unless you really don't feel like playing Shaman.
Swamp King Dred
A 9/9 for 7 mana is some crazy stats value, but that's because the card's ability is both a strength and a weakness. Imagine your opponent playing Pit Snake after the Swamp King entered the board. Ouch. Anyway, it is mostly a positive ability that might keep your opponent from playing a key minion and force him to rethink. It can be strong in midrange Hunter for sure.
- Verdict: Disenchant as Savannah Highmane is usually still a better choice. Keep if you really believe in Hunter.
This card is somewhat of a Jade counter, as it'll tune down your opponent's big minions in the endgame. But it can also be very awkward facing low mana cost minion decks like Pirate, Murlocs or Hunter, as it might actually buff their minions. Sunkeeper Tarim's stats are kind of all right for trading with 3/3 minions as he can basically take out 3 of them with his 3/7 body. He might work in midrange Paladin as a board stabilizer or in aggro Paladin as a buffer of your own minions.
- Verdict: Craft it if you feel like playing around with Paladin in Journey to Un'Goro.
Sherazin, Corpse Flower
This card is legitimately weird, but we have to give Blizzard points for creativity. It can probably revive itself once, twice or thrice in a miracle Rogue deck, as the new Lasher cards add a lot of low mana cost spells to your hand.
With coins, Preparation and Gadgetzan Auctioneer's card drawn, you'll quickly be playing more than four cards in a turn. A sticky 5/3 minion on your board won't make or break miracle Rogue, but it can put in some crucial damage every once in a while.
- Verdict: Craft if you like playing miracle Rogue. If not, disenchant.
Discard Warlock seems to have a lot of things going for it in the new expansion, especially since the class' Quest is based upon discarding cards. And its effect is really game-winning. In any discard deck, Clutchmother Zavas should be included as her ability to turn the downside of discarding into a strength is super good.
- Verdict: Craft it if you're ever going to play non-zoo, non-zoo Handlock again in Hearthstone.
This card contains some amazing value for an amazingly high mana cost. Counting all three versions of Pyros, we get a total of 18/18 stats for 18 mana. Too expensive. But with its flexibility and anti-fatigue mechanic, the card can be useful in control Mage decks that rely upon freezes, nukes and Ice Block to stall the game until you finish it through nukes. Though it's probably still too slow.
- Verdict: Disenchant unless you really want to experiment with Mage in the expansion.
Let's move on to the legendary Quest cards. For more information on those, check out our complete Quest guide.
Fire Plume's Heart
With the new Warrior cards, this Quest is very completable and effective. Taunt control Warrior is a new archetype deck for the class. The reward, Sulfuras, changes your hero power into an 8 damage random, which is basically all you need to destroy your opponent as taunt minions protect your face.
- Verdict: Craft. Control Warrior has always been fun and blasting people with Ragnaros' fireballs doesn't make it any less so.
This Quest is for the people who love to see big numbers on the board. A lot of the new Druid cards support the completion of this Quest and the reward, Barnabus might be the card to make Tyrantus, the other druid legendary from Un'Goro, actually viable. We're pretty sure this deck-type will be entertaining to play at some point, and it might actually make beast Druid viable for the first time ever.
- Verdict: Craft it unless you're more the SMOrc kind of guy.
Open The Waygate
This card's reward, giving you an extra turn, is potentially broken. Or potentially pretty crap. You definitely need to build the right deck around Open the Waygate to make it work, but as Mage has access to a ton of ways to discover and add new spells, completion isn't a problem unless you really draw like crap.
This card is working with Arcane Giants and Alexstrasza on the turn it is played, as you'll be able to put them on the board in your first turn and take them to face in your second turn, ending the game.
- Verdict: Craft it of course. Having two turns in a row is awesome.
Unite The Murlocs
This Quest is pretty completable with Call in the Finishers, but if you don't draw that you're kind of screwed. Murloc Shaman is still not a consistently good deck, even with the help of Megafin. Will there ever be a time when pure Murloc decks actually work?
- Verdict: Disenchant it for the sake of humanity.
The Marsh Queen
Hunter was the least played class for a while, but that has changed in Journey to Un'Goro. With a bunch of new strong 1 mana cost minions and even Tol'vir Warden to fetch them, this quest is somewhat viable even though it's probably still better just to play midrange Hunter.
- Verdict: Craft if you really want to see a different Hunter on the ladder again.
The Caverns Below
Another legendary Rogue card that plays weirdly. Many didn't think much about this card before the expansion, but that just goes to show how predicting Hearthstone's meta in the light of an expansion is damn hard. The card is legitimately very strong, turning your cute Stonetusk Boars into savage, OTK beasts.
- Verdict: Craft it. Do it.
The Last Kaleidosaur
Make buffs great again. Or try to at least. Buffadin has been a thing since the beginning of Hearthstone, but it has never really worked. Will it ever? We don't think so. But, Paladin did receive some new cards that might be able to push this deck type into the playable field at some point. In either case you'll have tons of fun if you actually manage to summon the 5 times adapting Galvadon and finish the game in a couple of turns.
- Verdict: It hurts to say this, but you should probably disenchant the card at the moment. Buffs are simply too difficult to work with.
This is the reason why discard Warlock is a thing. The portal spawns two 3/2 imps every turn, ensuring constant and never-ending pressure on your opponent. And discarding six cards in a game? Pretty easy with the new cards Warlock has received in Journey to Un'Goro. Might struggle against aggro, but who doesn't. Discolock still inferior to regular handlock, but at least it's something different.
- Verdict: Craft this if you want to support the archetype with the coolest name in Hearthstone.
Awaken The Makers
This card seems amazing at first. You might be thinking: "Wow, this is better than Reno Jackson!" But that's where you're wrong. Because the condition of playing seven Deathrattle minions in Priest limits your deckbuilding too much, resulting in what is practically a useless deck.
You will get eaten by aggro, and Jade's will be enormous before you complete this Quest, simply because you have no really useful cards to contest your opponent with while you try to complete Awaken the Makers.
- Verdict: Disenchant it.
Do you agree with our verdicts? Or do you see opportunities in cards we don't?