I think they will nerf rexxar just before rotation, just like they did with raza for priest. Even now in wild you see some standard spell hunters doing alright, I feel that's mostly because of rexxar.
Mark my words... the only nerf we will seer to Rexxar will be that new sets won't be added once it rotates to WIld. It takes effort to add all of the possible combos to Rexxar and Blizzard simply doesn't care about WIld that much.
Ummm... are we talking about the same game? I guess it is meta dependent but... Slamming down rexar on turn 6.. even if it costs you tempo or hits no minions is almost never a bad play... even if you don’t anticipate crafting anything for the next 2-3 turns... just getting that sucker out is gud
I think a reasonable rexar nerf would be... mill three cards from deck (if you have less than three it starts fatigue for each mill). Because hunter already relies on tracker ... and because rexar lets hunter stand a reasonsble chance into many fatigue / control match ups.. this would be solid.
Already in some fatigue matchups (warrior / mage / Lock. Sometimes it’s best to just sit on one.. maybe even two trackers.. if you can afford to.. If you play zuljin two trackers can be suicide.
If rexar milled 3 cards this could either hit zul/ other key cards, or mill you faster. The best work around to this would be dire frenzy... at least one possibly two auto include.
I already like to run a 1 of dire frenzy in my hunter decks that include zul Jin just to allow me to play my trackers with less chance to fatigue.
Or of course you could cut trackers. Either of these options would lower the consistency quite a bit for hunter. I don’t think rexar was originally intended to allow hunters to out fatigue control decks as often as they do..
if you run frenzy like I do...and you hit the zombeast that shuffles the one cost into your deck... frenzy that sucker and your unmillable. This a clutch fallback I look for in fatigue matches. You could probably fatigue a dead mans hand warrior.