


1 Tank 1 Supporter 1-2 long range minions+ 2-3 spells to fuck up the enemy. Look for rotation in your deck, 4-5 monsters, 2-3 spells + 2 wildcards you are able to change everytime you want. Some cards need other legendarys for support. In the end, it's completely up to whatever play style you're going for (rush, counter, themed, etc).ĭONT craft cards because they are strong! Legendary cards are legendary because they have very unique/complex mechanics. Long story short, there is no 'best' legendary card out there. Easily counters any slow attacking minions. Musketeer: Overall annoying to deal with. Doesn't survive as well as one would expect due to his cry mechanic but usually gets his mana value back. Scott The Sensitive Savage: Massive DPS for 5 mana. High hp for a ranged unit and can clear hordes well along with decent dps for non hordes. Ting, Teng & Tung: Strong ranged unit for 5 mana. Great for discouraging opponents to use cards and often draws their attention to it. Roots all enemy minions and has high dps. Deals with any big minions as long as you can protect it.īahra the Witchwolf: One of the best defensive cards in the game. Ghost: Not easy to use but allows you to effectively remove one enemy minion for 4 mana (and give it to you). Doesn't do any one thing well but covers a lot of options in just one card. Morgrul the Swarmer King - Provides a lot of coverage by being a horde, horde clear, dps, and a bit of a tank. These are the ones I recommend looking at: If you don't have many legendaries, go for ones you can use in a wide variety of decks.
