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Wishlist Analysis

Temporarily Disabled

This Guide is currently outdated. We will bring it back soon, fully updated to the new meta.

Card Crafting Guide (Standard)

Which cards should you craft next? This section helps you prioritize your dust spendings. It's aimed at beginners and advanced palyers. [Up-to-date with Update 6.1.3 (Yogg Nerf)]


These cards are part of the Classic set, have a unique effect and are integral or strong parts of many decks. They are not meta- or deck-defining by themselves, but are such staples that they're must-haves. The Evergreen Tier is meant to be meta-independent.

  • EX1_016
    Sylvanas Windrunner

    Sylvanas is one of the strongest cards in the game - a staple in control and deathrattle/N'Zoth decks and a good C'Thun counter.

  • EX1_298
    Ragnaros the Firelord

    Ragnaros is a powerful threat with immediate board impact. He's so versatile, that he can act as an alternate win condition in any control or midrange deck.

  • EX1_572
    Ysera

    She currently does not see as much play as she used to, but if you're on a budget and you're looking for a single card win condition, she's your gal.

These cards are integral or defining parts of multiple strong decks and have a strong influence on the current meta.

  • OG_133
    N'Zoth, the Corruptor

    N'Zoth features prominently in various decks built around him. Beyond that, many niche control decks use him in conjunction with a few strong Deathrattle minions.

  • OG_280
    C'Thun

    C'Thun Warrior and C'Thun Druid are powerhouse decks in the current meta. Beyond that C'Thun helps beginners create medium to strong decks.

  • OG_131
    Twin Emperor Vek'lor

    Makes C'Thun decks viable. Very strong combo play with Brann on turn 10. If you're serious about playing a C'Thun deck, you bring the twins.

Cards in this tier are mostly class cards and are essential to specific strong ladder decks. The neutrals are used only in one or two decks each.

  • AT_132
    Justicar Trueheart

    Control Warrior/Control Priest - Very strong control card. Consider her a win condition if drawn early enough when playing Control Warrior.

  • EX1_563
    Malygos

    Malygos has come back into fashion. With the nerf of Yogg, Malygos Druid positions itself as a strong contender for the top Druid deck.

  • EX1_561
    Alexstrasza

    Freeze Mage - Alex is a must-craft for Freeze Mage, but she can also be used in other control lists such as Warrior or Reno Warlock.

  • EX1_383
    Tirion Fordring

    Contender for strongest minion in the game. Fits in almost any Paladin deck. Core to the common and strong N'Zoth Paladin deck.

  • EX1_414
    Grommash Hellscream

    Iconic Warrior legendary that adds tremendous value to any Warrior deck. He doubles as a control tool and a finisher.

  • OG_229
    Ragnaros, Lightlord

    Very strong Paladin Minion. Crucial component of Control Paladin.

  • EX1_613
    Edwin VanCleef

    Miracle Rogue - VanCleef poses a strong threat if utilised well in Miracle Rogue. It's not the main win condition, however.

  • OG_220
    Malkorok

    One of the strongest cards in terms of mana value. A must-craft for Tempo Warrior for the tempos swing it brings.

  • OG_044
    Fandral Staghelm

    Fandral is so strong, he is an auto-include in all Druid decks. He is for Druid decks what Veklor is for C'Thun decks.

Cards in this tier are not worse than cards in Tier 2, most of them are actually more versatile. They're just not as crucial to specific decks, as in they're not win conditions and the decks can be played successfully without them.

  • EX1_116
    Leeroy Jenkins

    Strong finisher in various aggro and control decks. Would be Evergreen Tier if not replaceable by Reckless Rocketeer if you're on a budget. It's a must craft, if you plan to maximize your aggro deck.

  • EX1_012
    Bloodmage Thalnos

    Miracle Rogue/Freeze Mage - Thalnos is a powerhouse in both lists - some might say indispensable to both.

  • EX1_110
    Cairne Bloodhoof

    Cairne provides great value and is very sticky. He's an auto-include in N'Zoth decks and just a very strong card in general.

  • OG_134
    Yogg-Saron, Hope's End

    Not as meta defining as it once was, Yogg is still a solid addition in spell heavy decks.

  • EX1_558
    Harrison Jones

    In a weapon-heavy meta Mr Jones is one of the strongest tech cards in the game. The combination of tempo gain and card draw can swing a game.

  • EX1_249
    Baron Geddon

    Strong against zoo decks. Often included in control decks when the meta is aggro-heavy.

  • AT_123
    Chillmaw

    Dragon/N'Zoth decks - Chillmaw works well as an aggro stopper in dragon decks, but can be used purposefullly without his synergy in N'Zoth decks.

Cards in this tier represent a very strong enhancement to the deck in question, but are not must-crafts. Mostly class cards or cards that are only used in very specific decks.

  • EX1_573
    Cenarius

    Token Druid - Cenarius currently only sees play in Token Druid. It's a very strong addition to the deck but not an absolute requirement, because it is only one of 5 buff cards the deck uses. You can play the deck without him, but we strongly recommend adding Cenarius if you are playing to reach Legend.

  • OG_080
    Xaril, Poisoned Mind

    Sees some play in all variants of Rogue, but is not a universal auto-include. Particularly strong in N'Zoth Rogue.

  • EX1_323
    Lord Jaraxxus

    Reno Warlock - It's a strong addition to the list because it acts as both an alternate source of healing and an alternate win condition. But not a must-craft if you want to try the deck.

  • NEW1_010
    Al'Akir the Windlord

    Used in some variants of Midrange Shaman as an alternative win condition. His drawback is the low stat line for the high mana cost.

  • AT_072
    Varian Wrynn

    Strong addition in Tempo Warrior, but there have been successful variants without him.

  • OG_209
    Hallazeal the Ascended

    Crucial component in the niche control Shaman. Would be rated higher if the deck were more popular.

  • AT_122
    Gormok the Impaler

    It's a neutral, but currently only used in Zoolock, where it is a strong addition. Many decks play Sea Giant or Doomguard instead. This card has a significant spot in the current meta, but it's rated fairly low, because it can be replaced without hurting the deck and it is part of the TGT set which is the next to rotate out of Standard.

  • EX1_562
    Onyxia

    Used in some variants of Token Druid, but many variants don't play her.

  • AT_081
    Eadric the Pure

    Played in some Control Paladin lists.

  • AT_127
    Nexus-Champion Saraad

    Can be played in Tempo Mage. Unfortunately the current meta is too fast for most Inspire minions, and Cabalist's Tome is a lot faster.

  • EX1_559
    Archmage Antonidas

    Used to be the primary win condition in Tempo Mage, but it's too slow for the current meta. Still used in Reno Mage.

Not all these cards are pure gimmick cards. Some of them are very strong in the Arena or work incredibly well in special niche decks like mill decks or very specific decks like Astral Druid.

Classic Set

  • NEW1_030
    Deathwing

    Strong synergy with his older self, and Varian. It sees some play in the current meta, but is not a staple in any decks. It used to be a bit of a gimmick card in the past, but he's infinitely cool.

  • EX1_350
    Prophet Velen

    Primary win condition in Spell OTK Priest, but the deck hardly sees any play in the current meta.

  • EX1_543
    King Krush

    Krush can be added to Midrange Hunter, but is not a must-craft.

  • EX1_002
    The Black Knight

    Provides incredible value if you can utilise him properly, sub-par if you can't. May see play if ever a slower, more taunt-heavy meta develops.

  • NEW1_040
    Hogger

    No need to craft him, but if you do find him, he can be useful in a beginner's deck. Can theoretically be used in a taunt deck.

  • NEW1_024
    Captain Greenskin

    Can theoretically be used in Pirate Warrior, but usually does not make the cut.

  • EX1_614
    Xavius

    Theoretically viable in token decks, but does not currently see play because it's hard to combo him due to the high cost.

  • EX1_014
    King Mukla

    Has seen play in mill decks in the past. May see a comeback if mill decks rise in popularity.

  • NEW1_038
    Gruul

    Strong bomb, but his effect is too slow. Essentially just a big minion without a Battlecry.

  • EX1_560
    Nozdormu

    Some players used him to exploit latency issues to win games. Beyond that he does not currently see play.

  • EX1_577
    The Beast

    The strong drawback paired with the lowish health of 7 results in a mediocre card in terms of value.

  • EX1_100
    Lorewalker Cho

    Cho is a fun card that can be used in some Tavern Brawls or wacky decks.

  • EX1_557
    Nat Pagle

    Much stronger before he was nerfed. Now a pretty bad card.

  • EX1_083
    Tinkmaster Overspark

    His effect is theoretically usable as a Hex/Polymorpfh substitute, but due to the randomness of his effect too situational to be of significant use. His effect used to be powerful before the nerf, when you could target which minion to transform.

  • NEW1_029
    Millhouse Manastorm

    Try playing him in a matchup against Tempo Mage, you'll have the time of your life.

Whispers of the Old Gods

  • OG_317
    Deathwing, Dragonlord

    Strong in dragon decks, but too slow for the current aggressive meta. Will rise in strength if the meta slows down and dragon decks play a more prominent role.

  • OG_042
    Y'Shaarj, Rage Unbound

    Incredibly strong in Astral Druid - but that deck itself is a gimmick deck.

  • OG_309
    Princess Huhuran

    Technically viable, but does not see much play.

  • OG_340
    Soggoth the Slitherer

    Strongest taunt in the game. Unfortunately it is too slow for the current meta, as it is too expensive to be an efficient aggro stopper.

  • OG_121
    Cho'gall

    Hasn't been made use of yet.

  • OG_122
    Mukla, Tyrant of the Vale

    Mukla's angrier self just comes with too much tempo loss.

  • OG_338
    Nat, the Darkfisher

    Strong card in mill decks.

  • OG_120
    Anomalus

    No deck builder has been able to make proper use of him yet. Will you be the first?

  • OG_316
    Herald Volazj

    Interesting card, but currently does not see play on the ladder.

  • OG_318
    Hogger, Doom of Elwynn

    Hogger's evil self.

  • OG_123
    Shifter Zerus

    Veeery RNG-heavy.

  • OG_300
    The Boogeymonster

    Heralded as the worst legendary in the Old Gods expansion.

The Grand Tournament

  • AT_063t
    Dreadscale

    Sees play in some Hunter decks to combat zoo.

  • AT_054
    The Mistcaller

    Helps all Shaman decks, but is not a must-craft.

  • AT_018
    Confessor Paletress

    Strong card, but not currently being in used.

  • AT_009
    Rhonin

    Can be used in Reno Mage.

  • AT_036
    Anub'arak

    Theoretically a strong card, but too expensive for the fast paced rogue class.

  • AT_045
    Aviana

    Too slow for the current meta.

  • AT_129
    Fjola Lightbane

    Can be useful for Paladin or Priest.

  • AT_131
    Eydis Darkbane

    Can be useful for Paladin or Priest.

  • AT_063
    Acidmaw

    Currently at gimmick status.

  • AT_027
    Wilfred Fizzlebang

    Theoretically viable in Reno Lock, but usually loses his spot to better cards.

  • AT_125
    Icehowl

    A good card in Arena, but has not seen play in constructed.

  • AT_124
    Bolf Ramshield

    Can break the day for aggro decks, but does not see play currently.

  • AT_128
    The Skeleton Knight

    Too squishy for a fixed spot in the current meta.

  • AT_070
    Skycap'n Kragg

    Try him out in a pirate deck if you have him. No need to craft.


This list shows the most important epics and gives a brief overview of their relevance. Consider the remaining ones to be mainly gimmicks.

  • NEW1_021
    Doomsayer

    Currently a strong contender for most important epic in Hearthstone as it is a vital part of nearly every control deck.

  • EX1_005
    Big Game Hunter

    Although BGH is not as strong as it was before the nerf, it is still a versatile removal card and is used in some control lists.

  • EX1_564
    Faceless Manipulator

    An integral part of many combo finishers, especially involving Leeroy or Raging Worgen.

  • EX1_586
    Sea Giant

    A good additional win condition for zoo decks.

  • AT_017
    Twilight Guardian

    A good addition to any dragon deck. Can be replaced by Sen'Jin Shieldmasta

  • EX1_507
    Murloc Warleader

    An integral part of any murloc deck.

  • EX1_105
    Mountain Giant

    Very strong in Renolock or Handlock.

  • OG_321
    Crazed Worshipper

    A solid addition to any C'Thun deck if you are playing a control variant. Can easily be replaced by Sen'jin Shieldmasta, which is the better choice in more aggressive decks due to the lower mana cost.

  • EX1_178
    Ancient of War

    Very strong Druid card, especially in Ramp and C'Thun Druid.

  • OG_195
    Wisps of the Old Gods

    An integral part of Token Druid.

  • OG_211
    Call of the Wild

    Even with the increased cost to 9 mana still a very strong card.

  • AT_061
    Lock and Load

    An integral part of Yogg Hunter.

  • EX1_295
    Ice Block

    One of the essential cards that make Freeze Mage.

  • EX1_279
    Pyroblast

    Another integral element of Freeze Mage, although some lists do without.

  • OG_090
    Cabalist's Tome

    Crucial element of the Tempo, Reno and Yogg Mage variants.

  • OG_086
    Forbidden Flame

    Very strong addition to Tempo, Reno and Yogg Mage variants.

  • OG_198
    Forbidden Healing

    An integral part of Control Paladin.

  • AT_079
    Mysterious Challenger

    Key component of Secrets Paladin. Although the deck is not nearly as strong as it used to be, the card is still strong.

  • EX1_091
    Cabal Shadow Priest

    Very strong Priest minion, which is used in virtually all Priest decks.

  • OG_104
    Embrace the Shadow

    A strong alternative to Auchenai Soulpriest that enables strong damage combos in conjunction with Velen.

  • OG_101
    Forbidden Shaping

    A very powerful Priest card, that doubles as a curve helper vs. aggro decks and as an additional win conditions vs. control decks.

  • EX1_145
    Preparation

    The tempo this card brings is essential to virtually every Rogue deck.

  • OG_282
    Blade of C'Thun

    A vital part of any Rogue C'Thun deck.

  • OG_291
    Shadowcaster

    Incredibly fun card that can be very powerful if comboed with Brann, Earthen Ring Farseer and others.

  • EX1_567
    Doomhammer

    Doomhammer's iconic weapon provides great board control for all variants of Shaman and functions as a strong win condition in combination with Rockbiter Weapon.

  • EX1_250
    Earth Elemental

    This big taunt has seen a recent revival in Control Shaman. Very powerful in combination with Ancestral Spirit.

  • AT_051
    Elemental Destruction

    A powerful board clear that provides great healing in combination with Hallazeal.

  • EX1_312
    Twisting Nether

    Powerful board clear that is an essential card in Reno Warlock decks.

  • EX1_410
    Shield Slam

    One of the staple cards of Control Warrior.

  • EX1_407
    Brawl

    Essential board clear for Control Warriors. They used to run one, now they usually run two due to many N'Zoths chilling on the ladder.

  • EX1_411
    Gorehowl

    A great control weapon. Most Control Warrior decks include one Gorehowl.


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This guide considers only craftable (non-adventure) cards currently part of the Standard format. We strongly recommend buying all adventures as the value you get is very good (espcecially if you buy with real money).

Classic cards are usually rated highest. The latest expansion's cards are usually rated higher than the previous expansion's cards, as those cards will stay in Standard longer and thus provide more value for your crafting cost.