What Neutral Legendaries from Old Gods are Worth Crafting?
first part of this article
gave crafting advice on the class legendaries from Whispers of the Old Gods. Today we're taking a look at the neutrals in hopes that you won't end up with that terrible feeling in your gut, knowing you wasted 1600 arcane dust on a card that's just going to gather regular, old, boring dust in your collection.
As always, we recommend you wait two to three weeks after a new set releases before making any big decisions on crafting since the meta shifts so quickly after the initial wave.
The first ever legendary from Whispers of the Old Gods to be revealed, C'Thun is in a unique position in that exactly how good it is depends entirely on the strength of the 15 other cards that interact with it. We've since found out that above 10 Attack/Health (so after being buffed by four), C'Thun is in optimal position. This is relatively easy to do and can reward you with minions like (which we'll get to a bit later).
At ten mana, the rule of thumb is that it has to completely change the state of the board and have a good body to back it up. C'Thun fulfills both of these points. Usually you have about 10-20 one damage pings which can wipe out your opponent's board, act as a finisher, and generally help you come back from a losing position.
The strength of C'Thun decks is currently a bit unstable, but that doesn't matter since Blizzard gives everyone a copy!
Verdict: Doesn't matter! You already own it since it was given away for free.
As much as we want to love and embrace Deathing, Dragonlord he's really just a pile of stats with an effect that can be Silenced off. Even in today's Standard world where Silence is really lacking any kind of presence, a successful activation of him is rarely as large as it needs to be to justify this card's inclusion in your deck.
Though there are some Priests that have dreams of pulling out a hand full of dragons, it's not very likely.
Run him through the same thing we did with C'Thun. Large body? Check. Immediate impact? Not so much. In fact his impact is entirely dependent on how your opponent proceeds. He could be ignored, silenced, dealt with, or they could just throw down an and then you're really scrambling. It's just not worth the risk.
Even when corrupted it turns out Hogger is still lacking. Purely from a stats perspective a seven mana 6/6 is sub-par. This of course is a result of him semi-guaranteeing you a 2/2 Gnoll with Taunt as well, effectively making this at least a 8/8 over the course of its life which is much better. This continues to stack up until Hogger is finally dealt with, but even in today's Standard meta it appears as if he's still too slow.
While his effect is not too bad, it's really hampered by the fact that he himself doesn't have Taunt. We'd be looking at an entirely different situation if that was the case. Instead players frequently just ignore it, it, or just quickly trade an equally large (but cheaper) minion into him. On average you're going to get one or two activations here if you're lucky, and even then Hogger just doesn't make the cut.
To understand why corrupted Mukla is so bad you must take a look at . The latter card rarely sees play as it is, even with the crazy number of stats for such a mana cost. This is because the opponent can frequently trade into it with the two bananas you give them. So corrupted Mukla costs a whopping three mana more for what's basically a five banana tempo swing. Rather than giving them two, you receive two.
It's cool to be able to equate that value, but the problem here is that you still have to actually cast the bananas making Mukla, at best, an eight mana 7/7? No thanks, even if you can just cast them on other minions, you're still spending the same number of mana.
N'Zoth is good - a decently sized body that can at least make a few trades before falling and Battlecry that can entirely change the state of the board. There's an incredible amount of value in summoning three or even six minions that your opponent has already had to deal with once before. The bigger and better those minions are, the more tempo you're going to get out of the exchange.
There's only one problem with N'Zoth: we're now in a world where Goblins vs. Gnomes doesn't exist, there are significantly less good Deathrattle minions to choose from. Because of this there are very few classes that can get away with running it other than N'Zoth Paladin itself. This is mostly due to who resurrected alone already makes up for the ten mana cost. That said, there are still a few other notable Deathrattles to keep in mind such as and . Regardless of all of this, it's still a very solid card that's also incredibly satisfying to throw down onto the board.
Before we start, Nat isn't the first card with this stat line - is already a thing that exists - but most of the time has to be cheated out of your deck so it doesn't see play. Nat, the Darkfisher here leaves you no way of eliminating his downside other than to Silence it off of him. Card advantage is huge in Hearthstone meaning this alone will keep him from seeing play...except in Mill decks. There you'll definitely be seeing the Darkfisher as a good way to apply some pressure and make your opponent draw some cards.
Still though, way too niche. Unless your Amnesiac who managed to somewhat successfully run him in .
You're obviously not playing Shifter Zerus as a vanilla 1/1 for one mana. So really this card comes down to waiting for it to transform into something good on a turn where it's viable to play. Those two variables: a random card and ever changing time generally don't align. As such Zerus is usually viewed as too much of a roll of the dice.
There are of course times when you're playing a slow enough deck that it ends up being a good investment like if it becomes , but with
474 minions in the Standard arsenal
, there's a big range of possibilities.
From a stats perspective, Soggoth is lacking with being the best vanilla comparison in Standard. Unfortunately,
at that cost
the card can't just have good stats for the cost, it also has to have a game changing effect. So while a 5/9 may look like it's lacking, you have to keep in mind that it also can't be removed by targeted spells or hero powers. This combined with the Taunt actually makes Soggoth a significant barrier to face damage. It's basically the we always wanted.
Despite how good that sounds, it's simply not. Standard has really diversified the number of spells and made a lot of untargeted removal relevant again which is a big reason why Soggoth really doesn't see all that much play currently.
With no major keywords of mechanics, an eight mana 8/8 is pretty much the standard across all of Hearthstone with only a few exceptions. Those that fall under that demarcation aren't really played at all and for good reason - you're just not getting the value that you are paying for. is a very close match that grows by one Attack and Health each turn, rather than needing you to trade into enemy minions which by default makes it a better card. Not only does Boogeymonster also fall to Silence, but it has to weaken itself to grow, which just doesn't make sense in a world where you don't need to make that sacrifice with other cards.
Initially judged as one of the worst cards in all of Whispers of the Old Gods, The Boogeymonster has been
relegated to the bottom of the popularity heap
. It's literally in less decks than other flops like and . If that doesn't tell you to stay away, we aren't sure what will.
Kneejerk reactions to the Twin Emperors labeled it as "the new Dr. 7" (meaning ) and while C'Thun decks have somewhat faded since the initial surge, it still remains one of the best legendaries in the entire set. That said, it's very specifically aimed at C'Thun decks as it requires the buffs given by its cultists.
It's not all that hard to activate by Turn 4, let alone the Twin Emperors by Turn 7 so we're looking at a seven mana 8/12 with Taunt split across two minions. That's pretty good. Well worthy of a spot in every single C'thun deck that will ever exist.
Verdict: Craft! As long as you're interested in playing C'Thun decks.
Despite having one of the best voiceovers across all of the Old Gods, Y'Shaarj is mostly unplayed. As we mentioned before, ten mana cards currently need to not only have significant presence, but also make an immediate (and large) impact on the board. The lone god that fails to do this, Y'Shaarj instead allows your opponent to react. Unless you're specifically running an entire deck of ten mana minions, you could just as easily pull a . Sure that's exaggerated since no one runs Wisps, but you get the point.
The lone time this card has been extremely relevant was in the Top 2 brawl where people were running a deck full of s and this. In constructed you're a lot harder pressed to find examples of it put to good use. Dog actually brought to this past weekend's NA Spring Preliminary, but again that's tournament play and not ladder.
We're going to cheat a little bit with Yogg-Saron. It's one of those cards that is heavy into RNG but is still managing to see a good amount of play particularly in decks like . Stats wise it's lackluster and pretty vulnerable, but it more than makes up for it in the tempo swing it can generate. Some have complained that it provides a potential out in an otherwise unwinnable situation, but the truth is that over a large span of games it can be fantastic, garbage, or somewhere in between. Because of that, we find it a ton of fun and one of the better legendaries from the entire set. On that alone we recommend you craft it.
If you're interested in seeing all the potential spells, check out this guide.
Verdict: If you like fun, you'll craft this.
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