So much dust, so little time. Sure, you could just give in and buy a few booster packs but what's the fun in that? The idea behind any free-to-play game is to maximize your fun while minimizing your expenditure, right? (Wrong, but that isn't the main concern here.) Over the last few months, we've looked at how to expedite your accumulation of gold, the most common terms used in Hearthstone as well as great decks you can build for free. Today, it's all about crafting. Or, at least, the top ten neutral cards you might want to consider crafting from the dusty remains of your disenchanted cards.(Alternatively, this could probably double as a guide on 'Top 10 Cards You Should Probably Not Disenchant.')
Once upon a time, the Argent Commander was regarded by many as the "best neutral rare" in the game. Recent nerfs have, of course, made him a touch less beefy but that doesn't mean he should be consigned to the disenchanting box. The Argent Commander's appeal is two-fold: he has Charge and he has Divine Shield. In case you didn't know what either of those terms meant, "Charge" allows a card to immediately attack after it's been played. (Otherwise, it'll just kind of sit around and look nauseous for a spell. ) "Divine Shield", on the other hand, is kind of like a get-out-of-jail card. You get to absorb any incoming damage once. Just once. And once, in a game as fast-paced as Hearthstone, is sometimes all you need.
Okay, so, the thing about Priests is that they're obnoxiously good at deflecting damage and, depending on how they're kitted out, sometimes even better at nuking. However, much like Achilles, their arsenal isn't without weakness. Minions with 4 power stand alone in their relative immunity to the Priest's bag of insta-death. Which is, well, great for the Azure Drake because it's a solid 4/4 beast. Additionally, the Azure Drake will also grant Spell Power + 1, a small but solid bonus which can be used by the clever to secure a win. Still not sold? Well, how about this: the Azure Drake will even let you draw a card for free when you play it.
Depending on who you ask, they'll either recommend the Sunfury Protector or the Defender of Argus for your taunting needs. Under other circumstances, I'd say going with either is a good idea. Both offer similar benefits, after all. But if I had to choose, I'll have to say I'm a fan of the Sunfury Protector. The decks I enjoy and the classes I run tend to be without good early-game taunters, something that this excellent 2/3 can provide for real cheap.
Many a great deck has been built around the Gadgetzan Auctioneer and for good reason. He's a strong card to have in your collection. Especially if you already have a plan of action. (Which you really should have, incidentally. Plans of action are important.) Gadgetzan Auctioneer is a 4/4 minion, which makes him impervious to some of the Priest's more dangerous spells. More importantly, the Gadgetzan Auctioneer will allow you to draw a card each and every single time you cast a spell. Needless to say, if you're building a spell-heavy deck around that one magnificent wombo-combo, you need the Gadgetzan Auctioneer in your life. Need him. Plus, this dashing goblin also packs a solid punch.
The Knife Juggler's a great guy when you're on the right side of the room. Stats-wise, he's not much to shout about: 3/2 is okay. However, the Knife Juggler's purpose in Hearthstone is to not beat on things. (Though that's a side job he's not necessarily dismal at.) His real job in life is to randomly deal one point of damage to the enemy whenever you summon a new minion. While one damage might seem negligible at first glance, the Knife Juggler can wreck utter havoc in the hands of a savvy player. Imagine: pulling the Knife Juggler out the same turn you play five other minions. Or more, for that matter. Yeah, it can totally add up.
Oh, god. This guy is a bit of a murderous bugger. While 5 mana might seem like a lot to pay in order to acquire a 3/3 Minion, the Faceless Manipulator's battlecry makes him a steal. You see, it lets you create a copy of any other minion under your command. Any. We're talking about an additional Ragnaros or a spare Ysera, cards that shouldn't come in matching pairs because no enemy in the world deserves that much pain.
The Harvest Golem isn't, I think, a card you should go out of your way to create. It's quite common, in fact. But if you have a handful of spare dust and no real idea as to what you might want to do with it, the Harvest Golem is far from a terrible bet. On top of being a decent 2/3, the Harvest Golem will also produce a 2/1 creature upon death. Sure, a minion with only 1 health can be easily wiped but there's a chance it might do decent damage before it goes the way of the Dodo.
This is that guy. The nice one, the one you fall in love with, the one you experimented with, the one who taught you what a relationship truly is. The first love. Rarely do you keep his company forever. However, there's no mistaking how valuable he can be. Venture Co. Mercenary is a card you're unlikely to use after you've accrued the legendaries and rares you want. But until then? A 7/6 minion for 5 mana is no laughing matter. If you have the means to protect him, he can swiftly become a significant threat to any opponent. (Just make sure you're okay with the whole 'all other minions now cost an additional 3 mana to summon' clause.)
The red-eyed, svelte ruler of the Forsaken is beautiful, deadly and, when utilized correctly, and absolute fiend. She's a solid 5/5 creature that will, if given sufficient room, be able to wreck some amount of havoc. Like most non-4/4 minions, Sylvannas Windrunner is susceptible to the Priest's ability to deal instant death. However, unlike most minions, she is capable of inflicting that death truly count. If destroyed, Sylvannas Windrunner will allow her player to take control of a random enemy unit. Given that you generally won't be able to play Sylvannas Windrunner until you're midway through a match, this can leave your opponent in a truly sticky situation.
Not too long ago, I would have told you that you should probably always go with Novice Engineer over Loot Hoarder. But times have changed. The Novice Engineer was nerfed. And in the long shadows left by her diminished person, the Loot Hoarder is ready to step up as a replacement. The little guy isn't the best of attackers, but he comes with a scary deathrattle. Kill him, and the owner will draw a card, a card that may be instrumental in your eventual doom.
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