While there’s a great sense of accomplishment when you collect all cards in Hearthstone, some cards are arguably worthless that they’re better off getting disenchanted. The resulting Arcane Dusts from these trash cards may then be used to craft ones that are more valuable to the deck you’re trying to build. Need to decide which cards should be disposed of via disenchanting? Check out this list.
Note: To be fair, all cards found in the game has some sort of use, but their value is quite limited to certain decks. For instance, if you don’t see yourself building a murloc deck, those incomprehensible critters hardly have any place in your collection.
Description: 8/8 Dragon minion with 9 Mana Cost | Players only have 15 seconds to take their turns.
Why it sucks: Other dragons with the same mana cost are far more useful than Nozdormu. His effect to reduce each player’s turn from 90 seconds to just 15 is a double-edged sword; if you’re a slow thinker (and/or maybe hooked up to a slow Internet connection), you’ll probably use up your allotted, shortened time without finishing all attacks and card plays according to plan. The time pressure will also encourage making mistakes.
Description: 1/2 Beast minion with 1 Mana Cost | Battlecry: Destroy a Murloc and gain +2/+2.
Why it sucks: The chances of facing an opponent with a murloc deck isn’t exactly that high to justify the need of having a Hungry Crab in your deck. When you’re against an opponent that has no murloc, this card is pretty much weak.
If you’re thinking of using Hungry Crab to your own murlocs, your sacrifice also carries some risk. The critters are meant to swarm the enemy in bigger numbers (the more they are, the stronger they become thanks to their unique buffs/auras). By removing one in play, you’re likely reducing their overall potential.
Description: 6/6 minion with 6 Mana Cost | Battlecry: Summon an AWESOME invention.
Why it sucks: Playing him can be either detrimental or beneficial to you, because three out of his four inventions target both your side and the enemy’s. It’s all about luck. For instance, the Poultryizer turns a random minion into a 1/1 Chicken. That random effect may target the Poultryizer itself or, worse, Gelbin. Suffice it to say, the card introduces only a very small advantage to the summoning player. Stat-wise, other 6-mana minions are stronger than Gelbin, such as the Lord of the Arena (6/5 with taunt) and Boulderfist Ogre (6/7).
Elite Tauren Chieftain
Description: 5/5 minion with 5 Mana Cost | Battlecry: Give both players the power to ROCK! (with a Power Chord card).
Why it sucks: Like Gelbin, playing ETC is risky. There are three possible Power Chord cards: I Am Murloc (Summon three, four, or five 1/1 Murlocs), Power of the Horde (Summon a random Horde Warrior), and Rogues Do It (Deal 4 damage. Draw a card). The problem lies in the fact that you could get a weaker Power Chord card than your opponents. That said, ETC is all about luck as well.
Note that both golden versions of Gelbin Mekkatorque and Elite Tauren Chieftain are only obtainable through their specific Blizzard promotions. Their regular counterparts can be obtained via crafting (I’m not sure if they’re found in card packs). The point is: given their random nature that can make or break your play, you’re better off crafting other legendary cards first than these two.
Description: 1/1 Beast minion with 1 Mana Cost | Enrage: +5 Attack
Why it sucks: Most decks don’t have much use for the Angry Chicken. But with the right minion improvements, it can turn into a powerful creature. Then again, its potential is quite situational.
Description: 4/4 minion with 2 Mana Cost | Battlecry: Enemy spells cost (0) next turn.
Why it sucks: While he is indeed a fairly strong fella for his mana cost, imagine giving the enemy the chance to play their spells for free. The Mage could deal 10 damage with their 10-mana Pyroblast, the Rogue could draw more cards with their 7-mana Sprint, and so on.
Description: 5/4 minion with 5 Mana Cost | Battlecry: Destroy your opponent’s weapon and draw cards equal to its Durability.
Why it sucks: The Acidic Swamp Ooze does the same weapon removal effect at a cheaper mana cost. Plus, not all classes you compete have weapons. Unless you really think there’s a high probability of encountering a weapon-specializing opponent in your current rank, Harrison Jones isn’t a good choice.
As you’ll notice above, most of the listed cards are of Rare, Epic or Legendary quality. After all, they’re the ones that produce more dusts when disenchanted. There are many other cards (of lesser quality) that are relatively weaker than other cards, but you might as well omit them when disenchanting since they give very little dust.
- Felguard – Makes you lose one mana crystal permanently (as opposed to the Shaman’s temporary loss by Overload effects).
- Alarm-o-Bot – Randomly chooses a minion to swap with at the start of your next turn. Battlecry effects of swapped minions won’t work.
- Kidnapper – Has a high mana cost and terrible minion stats (5/3). Another card must also be played before it to make its Combo effect work.
- Nat Pagle – If you’re quite unlucky, you won’t yield any cards with it.
- Deathwing – Only worth playing at the last minute if you’re quite sure the enemy no longer have counter spells (Polymorph, Hex, Mind Control).
- Murloc Raider – As mentioned early in this post, a card that doesn’t have any synergy with other cards in your deck are worthless. Unless you’re building a murloc deck, the Murloc Raider should be replaced with a Leper Gnome, Argent Squire, or Worgen Infiltrator.
- Magma Rager – Needs to be protected, lest its 5 attack is wasted.
- Sacrificial Pact – Very useful against another Warlock (especially when he transforms into Lord Jaraxxus), but it’s only slightly useful against other classes.
- Totemic Might – If you as a Shaman find yourself using your Hero Power (Totemic Call) more often than putting cards into play, you’re doing Hearthstone wrong.
- Wisp – It’s use is very limited to the Rogue’s Combo effects and those that get stronger every time you play more cards (e.g., Questing Adventurer).
- Lorewalker Cho – Spell-heavy deck users should avoid this guy.
A nice tip: if you’re feeling a bit sentimental to all cards in your collection, you can wait for a golden card to drop from card packs and only by then disenchant its normal, non-shiny counterpart. That way, you still have that card in your collection (a shiny one at that). Or if you’re not into the gold thing, disenchant your golden ones instead!
Another tip: Don’t just go disenchanting cards that aren’t of any use to your deck without hesitation. You never know when a future update makes it a more viable choice. You might also want a change of pace and try on a new build, where cards that seem like crap to you become invaluable.