is it worth to disenchant all to make a favourite card which ultimate version ( only 1 deck ) because now i have play only zoo deck and want to play new deck
One must be very careful when deciding whether or not to disenchant legendaries. Getting the 400 dust is tempting, but remember, crafting it again if you need it takes 1600. You never know what decks you might want to play in the future, or how the meta will change.
Disenchant all your epics besides the Doomsayer and Prep. For legendaries, disenchant your Tinkmaster, and maybe Mukla, if you don't see yourself playing some sort of tempo/rush deck.
I've disenchanted some golden rares/epics and Deathwing and King Mukla in order to get enough dust to craft the cards I actually need/want to play. I think I would disenchant any golden legendary for sure, unless I was in love with it, but otherwise, what good are the cards if you never get to play them? DE what you don't use and craft what you want to use. You'll have more fun when you can actually play with the cards you want to play with. IMHO, of course.
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Check out my motorcycle blog at ShiftHer.com ...or not.
Use the following thought process when DE'ing cards:
Do I ever see myself playing this card? If answer is "Yes" then keep it. If answer is "No" then DE. I've been doing that since CBT, no regrets (except that one time I dusted Alex and later had to buy it for a control warrior deck). :P
Seriously though, you are the best person to answer your own question, only you know what you like playing best, so DE cards accordingly. Everyone here will most likely have a different opinion on what cards to keep/dust.
is it worth to disenchant all to make a favourite card which ultimate version ( only 1 deck ) because now i have play only zoo deck and want to play new deck
Keep the following:
King Mukla (Great in tempo/rush decks, but not necessary; relatively easy to replace)
x2 Kidnapper (Joke stats as 5/3 for 6 which does give you a free Sap, but needs to be comboed ._.)
x2 Pit Lord (Almost no reason to play a 4 mana 5/6 that's vulnerable to Shadow Word: Death, and has a generally very bad downside over any neutral 5 drop, such as Sludge Belcher, unless you want to build that Trollock deck :D)
x1 Patient Assassin (Too weak as a 2 mana 1/1; many cheap AoE spells can clear it and is generally tough to get value out of without luck if played early - a lot better if played late, but you generally don't want to play cards that cheap to improve your state in the lategame; it's too inconsistent)
x2 Mindgames (Too reliant on RNG; getting anything worse than a Chillwind Yeti makes it not worth your time - even if you get super lucky and roll something like Ragnaros the Firelord, it was a lot of luck that made that outcome for you)
x1 GoldFar Sight (3 mana draw a card with an upside is too slow and doesn't get enough done; usually a directly worse Thoughtsteal or Arcane Intellect)
Now, you have disagreed on some of the cards I listed in the keep section, but they're used enough in competitive decks to not easily justify disenchanting them in my opinion, unless you really never see yourself playing the type of deck they're for.
last 15 minutes i open pack card in the game and surprising i have legendaries card after i did not for almost 17 pack which card is common lord jaraxxus
but at least it absolutely better than 4 common 1 rare haha
my card which i decide to disenchant or not is
legendaries 1 king mulka ,1 tinkmaster overspark , 1 windlord ( i don t like play shaman ) 1 gold lord jaxxarus
epic 2x kidnapper 2x pitlord 1 patient assassin 2 mindgame 1 gold far sight 1 doomsayer 1 prepation
is it worth to disenchant all to make a favourite card which ultimate version ( only 1 deck ) because now i have play only zoo deck and want to play new deck
those legendaries are all good, don't disenchant them for your life
jaraxxus = handlock
al akir = shaman ownage
tinkmaster is super good in a meta filled with 1 single big minions...vs handlock/warrior this is too good as a tech card
king mukla is super awesome in rush decks
and as for those epics, i dont see them useful besides preparation+doomsayer, feel free to disenchant some or all of them
One must be very careful when deciding whether or not to disenchant legendaries. Getting the 400 dust is tempting, but remember, crafting it again if you need it takes 1600. You never know what decks you might want to play in the future, or how the meta will change.
I DE gold jaraxxus and now I realize what an fool I was. If only I had a DeLorean and some plutonium.
Free to try and find a game, dealing cards for sorrow, cards for pain.
Disenchant all your epics besides the Doomsayer and Prep. For legendaries, disenchant your Tinkmaster, and maybe Mukla, if you don't see yourself playing some sort of tempo/rush deck.
I've disenchanted some golden rares/epics and Deathwing and King Mukla in order to get enough dust to craft the cards I actually need/want to play. I think I would disenchant any golden legendary for sure, unless I was in love with it, but otherwise, what good are the cards if you never get to play them? DE what you don't use and craft what you want to use. You'll have more fun when you can actually play with the cards you want to play with. IMHO, of course.
Check out my motorcycle blog at ShiftHer.com ...or not.
Use the following thought process when DE'ing cards:
Do I ever see myself playing this card? If answer is "Yes" then keep it. If answer is "No" then DE. I've been doing that since CBT, no regrets (except that one time I dusted Alex and later had to buy it for a control warrior deck). :P
Seriously though, you are the best person to answer your own question, only you know what you like playing best, so DE cards accordingly. Everyone here will most likely have a different opinion on what cards to keep/dust.
Keep the following:
King Mukla (Great in tempo/rush decks, but not necessary; relatively easy to replace)
Al'Akir the Windlord (Works wonders in almost any Shaman deck)
Gold Lord Jaraxxus (A card that's been receiving a lot of popularity lately due to the rise of Handlock)
x1 Doomsayer (Two of these are necessary for Freeze/Giants Mage)
x1 Preparation (Two of these are necessary for Miracle Rogue)
Disenchant the following:
Tinkmaster Overspark (Too reliant on RNG to be competitive)
x2 Kidnapper (Joke stats as 5/3 for 6 which does give you a free Sap, but needs to be comboed ._.)
x2 Pit Lord (Almost no reason to play a 4 mana 5/6 that's vulnerable to Shadow Word: Death, and has a generally very bad downside over any neutral 5 drop, such as Sludge Belcher, unless you want to build that Trollock deck :D)
x1 Patient Assassin (Too weak as a 2 mana 1/1; many cheap AoE spells can clear it and is generally tough to get value out of without luck if played early - a lot better if played late, but you generally don't want to play cards that cheap to improve your state in the lategame; it's too inconsistent)
x2 Mindgames (Too reliant on RNG; getting anything worse than a Chillwind Yeti makes it not worth your time - even if you get super lucky and roll something like Ragnaros the Firelord, it was a lot of luck that made that outcome for you)
x1 Gold Far Sight (3 mana draw a card with an upside is too slow and doesn't get enough done; usually a directly worse Thoughtsteal or Arcane Intellect)
Now, you have disagreed on some of the cards I listed in the keep section, but they're used enough in competitive decks to not easily justify disenchanting them in my opinion, unless you really never see yourself playing the type of deck they're for.
3x Legend | 2 Gold Heroes
Moved to card discussion.
thank you for every comment
last 15 minutes i open pack card in the game and surprising i have legendaries card after i did not for almost 17 pack which card is common lord jaraxxus
but at least it absolutely better than 4 common 1 rare haha