Remember that time you crafted a class Legendary and then proceeded to never use it? Me too. We've all been there. Which is why I've taken the stance of waiting a few weeks until after the meta has settled to see what truly ends up being good and bad. Admittedly it can be kind of hard to tell which of the game's rarest cards are worth investing in unless you're actually aware of what's actually being played. So we're going to be taking a look at some of the Whispers of the Old Gods legendaries now that the meta has had a chance to settle down.

In alphabetical order, we'll be talking about what the card is, why or why not it's being played, let you know what type of decks utilize it, and then give you a final verdict.

Anomalus

In an ideal world, Anomalus is a card that not only requires your opponent to trade into it, but also clears their entire board when doing so. It's a very control oriented card that's ultimately too fragile to ever see play. Strifecro originally did some testing during the first few days of Old Gods in Strifecro's Reno Mage, but it was quickly removed after just a day for something far more reliable.

Even in a post Big Game Hunter world, frequently your opponent will just trade a few minions into Anomalus and be done with it, leaving the board clear effect wasted. As such, there are much better and more impactful minions to play that will serve your needs. Ragnaros the Firelord which does occasionally appear in Tempo Mage comes to mind, not only is it big and requires trades, it also has an immediate activation to give it value and help you right off the bat, something that really needs to happen with an 8-Cost card.

Verdict: Pass

Cho'gall

The effect on Cho'Gall is one of the more interesting possibilities in all of Hearthstone - spending Health to cast a spell instead of Mana. Theoretically this allows you to not only get a big body on the board, but play a more expensive removal spell to give him a shot at surviving until the next turn. Good in theory, not so much in practicality.

Siphon Soul is easily the most popular topic of discussion. You pay seven mana for a 7/7 body and then pay an additional three Health (since you lose six, but regain three of that) to basically complete a free trade in which your minion remains unharmed. If you're on curve there's a lot more value here. Once you reach Turn 10 however, it obviously doesn't make sense to spend Health to cast anything that costs three or less mana.

Here are all the possible Standard Warlock spells you could cast.

Verdict: Pass

Fandral Staghelm

Aside from looking fantastic in his golden form, Fandral Staghelm has quickly become a must have for Druid players. His "Choose Both" effect works wonders with the current decks which rely on things like Mire Keeper, Nourish, and even Raven Idol. A Turn 5 Fandral + Raven Idol alone is a great deal of value with many seeing it as enough to warrant inclusion. But, there are also buff minions like Druid of the Claw and Ancient of War (though the former technically transforms) which gain both of their abilities, meaning many view Staghelm as an immediate threat that must be dealt with.

Because of his relatively cheap mana cost and healthy stat line, this is one that you should be seeing in most Druid decks, regardless of where others choose to label the class in terms of relevancy.

Verdict: Playing Druid? Craft it!

Hallazeal the Ascended

Many had Hallazeal pegged to be the new face of Shaman. With the plethora of tools available for the class, many expected it to dominate the ladder - and it has, but not because of Hallazeal.

In a perfect situation you play him on eight mana and follow it up with a giant board clear like Elemental Destruction or Lightning Storm to essentially restore all of your Health. As we said, this was the case at the start, but that quickly faded as folks removed the heavy board wipes for more direct damage. Even then some tried to include the latest legendary, but it turns out that more direct damage meant more aggro and less control. As such, he's ended up getting cut from the majority of Shaman decklists.

Maybe one day we'll see a true Control Shaman, but until then this is only a so-so situational card.

Verdict: Pass

Herald Volazj

There were a few hopefuls for Herald Volazj's debut. A six mana 5/5 isn't all that impressive, but some were sure that you'd be able to copy large minions like Ragnaros the Firelord and Sylvanas Windrunner and double their bonuses. But at six mana, Volazj basically requires a two turn set up, something that most players are not comfortable relying upon, especially in the slower meta that we're seeing today. More-often than not, at least compared to before Standard, players will now choose to trade or remove large threats rather than ignore them. This means that getting the proper value out of Volazj is a very difficult thing to do, especially because the minions it summons are very easily dealt with.

Though Priest isn't in a very good place currently on the ladder (in tournaments N'Zoth Priest is actually somewhat popular), there just doesn't seem to be enough value here to justify inclusion.

Verdict: Pass

Malkorok

Malkorok is one of those cards that makes us glad we don't rush to craft everything that seems overpowered the second the expansion comes out. At first it looked like he'd be an auto include in every type of Warrior deck, but as the days went on and the lists became more refined, he ended up getting cut from everything but Tempo Warrior. This is largely in part due to the fact that Control decks can get away with running more greedy cards, but Tempo decks usually have to either push for damage or board presence, they can't normally get both.

This is where Malkorok comes in.

The average Standard weapon allows them to not only summon a 6/5, but to push an additional 3.66 damage to the face or otherwise. Of course Cursed Blade leads to some disastrous situations, but most of the time it's great.

Verdict: Playing Tempo Warrior? Craft It. Otherwise you can probably pass for now.

Princess Huhuran

Hunter is admittedly still in a bit of a rough spot. Initially some slotted Huhuran into Midrange Hunter decklists to get some added value out of their plethora of Deathrattles, ideally Savannah Highmane. A 5-Cost 6/5 that summons two 2/2s for a total of 10/9 in stats is great if you can actually manage to accomplish that...There's an unwritten rule with Highmane's that says if it hits your face, the Hunter will win. So not many players are going to leave up a Highmane and even give you a chance at utilizing it with Huhuran.

Since release she's somewhat tapered off. Just the other day, Thijs was laddering with this decklist ( Thijs' Legend Midrange Hunter) which doesn't even run her. He instead opts for a bunch of one ofs such as Stranglethorn Tiger and Deadly Shot oftentimes finding their effects useful more frequently than hers.

Verdict: Pass. But keep an eye on her, she may become relevant at some point.

Ragnaros, Lightlord


Some had qualms with the concept of Ragnaros, Lightlord when it was first revealed, and we're not just talking about the lore backlash. The initial discussion revolved heavily around whether healing eight points of damage from a random target was nearly as good as dealing eight damage. It's not usually, but the difference is that Lightlord can attack, so he posses a significant threat while having a large enough effect that he sometimes justifies inclusion.

Though there were some doubts Control Paladin would ever be viable again, we've ended up with a meta where N'Zoth Paladin is easily one of the top tier archetypes out there. And these decks frequently run many high cost control oriented minions like Lightlord. In fact, the majority of N'Zoth Paladins actually utilize both Ragnaroses (Ragnarosi?). Chakki actually won DreamHack Austin with his Dreamhack Austin 2016 - Chakki's Eadric N'Zoth Paladin if you're interested in taking a look at what a typical list looks like.

Verdict: Craft! If you play Paladin at all, N'Zoth Paladin will not be going anywhere anytime soon.

Xaril, Poisoned Mind

If you're unaware of what Toxin cards Xaril can generate, you can find them here.

Xaril provides is a decent minion at a low mana cost that also happens to provide two 1-Cost spells to help you combo off of or to save for the inevitable Gadgetzan Auctioneer activation. Because of this, he's now a staple of Miracle Rogue, an archetype that has surged to the forefront of the meta. With so much emphasis on getting the maximum value possible out of the Auctioneers, Fadeleaf Toxin and Bloodthistle Toxin provide excellent means for you to either Stealth or bounce it back to your hand.

There's really no arguing against Xaril. Though there may be a time where Miracle Rogue is bested by another archetype come the rest of this year's set releases, we don't suspect he'll leave relevancy in 2016.

Verdict: Craft! Assuming you play Rogue of course.

C'Thun

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 Twin Emperor Vek'lor (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.

Deathwing, Dragonlord

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 Annoy-o-Tron and then you're really scrambling. It's just not worth the risk.

Verdict: Pass

Hogger, Doom of Elwynn

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, Hex 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.

Verdict: Pass

Mukla, Tyrant of the Vale

To understand why corrupted Mukla is so bad you must take a look at King Mukla. 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.

Verdict: Pass

N'Zoth, the Corruptor

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 Tirion Fordring 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 Sylvanas Windrunner and Cairne Bloodhoof. Regardless of all of this, it's still a very solid card that's also incredibly satisfying to throw down onto the board.

Verdict: Craft

Nat, the Darkfisher

Before we start, Nat isn't the first card with this stat line - Injured Kvaldir 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 Amnesiac's Nat, the Darkfisher Aggro Paladin.

Verdict: Pass

Shifter Zerus

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 Dr. Boom, but with 474 minions in the Standard arsenal, there's a big range of possibilities.

Verdict: Pass

Soggoth the Slitherer

From a stats perspective, Soggoth is lacking with Blood of The Ancient One 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 Bolf Ramshield 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.

Verdict: Pass

The Boogeymonster

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. Gruul 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 Duskboar and Am'gam Rager. If that doesn't tell you to stay away, we aren't sure what will.

Verdict: Pass

Twin Emperor Vek'lor

Kneejerk reactions to the Twin Emperors labeled it as "the new Dr. 7" (meaning Dr. Boom) 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 Klaxxi Amber-Weaver 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.

Y'Shaarj, Rage Unbound

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 Wisp. 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 Innervates and this. In constructed you're a lot harder pressed to find examples of it put to good use. Dog actually brought Dog's NA Spring Preliminary Y'Shaarj Ramp Druid to this past weekend's NA Spring Preliminary, but again that's tournament play and not ladder.

Verdict: Pass

Yogg-Saron, Hope's End

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 Yogged N Loaded all the way to top 100. 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.

Recap

Card Verdict
Anomalus Pass
Cho'gall Pass
Fandral Staghelm Playing Druid? Craft it!
Hallazeal the Ascended Pass
Herald Volazj Pass
Malkorok Playing Tempo Warrior? Craft It. Otherwise you can probably pass for now.
Princess Huhuran Pass. But keep an eye on her, she may become relevant at some point.
Ragnaros, Lightlord Craft! If you play Paladin at all, N'Zoth Paladin will not be going anywhere anytime soon.
Xaril, Poisoned Mind Craft! Assuming you play Rogue of course.
C'Thun Doesn't matter! You already own it since it was given away for free.
Deathwing, Dragonlord Pass
Hogger, Doom of Elwynn Pass
Mukla, Tyrant of the Vale Pass
N'Zoth, the Corruptor Craft
Nat, the Darkfisher Pass
Shifter Zerus Pass
Soggoth the Slitherer Pass
The Boogeymonster Pass
Twin Emperor Vek'lor Craft! As long as you're interested in playing C'Thun decks.
Y'Shaarj, Rage Unbound Pass
Yogg-Saron, Hope's End If you like fun, you'll craft this.