It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
Because your argument doens't make sense at all. It is about delaying the infite value hunter. Giving your opponent 2 turns extra to kill the hunter is much easier.
He is actually not OP by himself, as his initial winrates showed, and it is also possible to outvalue the zombie beasts with cards like Jaina DK.
Let him have a last hurrah. He is a rare card that is much weaker in Wild because of a dilluted discover pool which makes Rush, Lifesteal and Poisenous beasts much harder to find. Those cheap deathrattle beasts from early expansions do that heropower no good!
How do you nerf this card. A mana increase does almost nothing as the hero power is the main source of power. I just dont see how to nerf this card leading to there being no viable way to nerf it
I don't think that's true. DK Rexxar can be nerfed to "Build-Beast: Generate a random Zom-beast." That would still keep the essence of the card and reduce it's power just enough.
This makes the card completely unplayable garbage. On the same note, let's make DK Jainia's HP target a random minion, DK Guidan's HP do 1 damage lifesteal instead of 3, etc. Rexxar is no more broken then any of the other DK's.
We're in the middle of global re-balance in standard, trying to bring power levels back down to a reasonable level. What that means is that for the next 1-2 months, until the rotation, we're stuck with insanely OP DKs dominating everything else. I think standard will be the best its been since maybe the Ungoro launch after the rotation. Until then, I'm just keeping up with daily quest for the rewards. The game is not very fun at the moment since every game comes down to how soon a player draws their DK.
It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
except the Rexxar hero power is "2: Draw a card you need right now", definitely "do nothing". Basically a much much much better Warlock basic hero power. And Warlock Hero power is the best hero power of the basic nine.
They don't nerf rexxar because: The last really new, usable, and exciting concept that they added was the dks and rexxar is the coolest one. Without the dks, there would just be the even and odd mechanic decks, agro, and otk.
It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
except the Rexxar hero power is "2: Draw a card you need right now", definitely "do nothing". Basically a much much much better Warlock basic hero power. And Warlock Hero power is the best hero power of the basic nine.
You mean there is a DK HP that is stronger than all of the basic hero powers in the game.
It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
except the Rexxar hero power is "2: Draw a card you need right now", definitely "do nothing". Basically a much much much better Warlock basic hero power. And Warlock Hero power is the best hero power of the basic nine.
Funny. Last I played a hunter deck I never got guarantees for discovering the exact minion I needed every time. Care to build an argument around something other than ultimate high roll scenarios?
The "do nothing" comment of mine was in response to the turn you first play Rexxar. People were saying that Rexxar was undercosted, when in reality if you play Rexxar on turn 6 or 7 you sacced almost all of your tempo for a Blizzard effect without the freeze. When first using the DK on turns 8-9 (sometimes 10) yes the initial hero power is an 8 mana "do nothing". Rexxar doesn't do anything until you actually have the time to start dropping impactful discovers.
Rexxar is a very powerful card (what DK isn't?), but as far as initial impact of the card is when compared to almost all of the other dks it is a very lackluster tempo play when compared to things like Gul'Dan, Anduin, Hagatha, Garrosh, & even Thrall when played on their initial turns. Rexxar is a slow value card.
Believe it or not, Rexxar is perfectly fine, especially once he rotate out. His played rate is only 41% and although that rate is known to be misleading, there is some things that can be learned from this fact.
1. Most decks that run Rexxar are aggro and midrange, using him as a finisher if they run out of steam to have a chance to beat slower control decks, so we can presume the games he is played he most likely raises that matchups winrate from near 0 to the previously mentioned 41% This is not a problem, polarizing matchups can lead to stale games where the game is basically already over turn one, cards like rexxar allow for a larger variety in gameplay promoting higher skill gameplay
2. Most decks in the current meta have a wincon besides outvalue-ing, hence why Rexxar doesn't even always allow you to autowin said control matchups. A few examples are Odd warrior, which run quest or a leeroy cube package to eventually find lethal, big spell/control odd mage which use ragnaros/dragoncaller alanna, and control/combo priest which use cards like mindblast, inner fire, and spellstone to eventually close out games. This is significant because when Rexxar initially came out and the control decks were much more value based than control based, he was more vital, leading to the current belief that he gives autowins versus control.
3. Rexxar isn't the problem. Although he is a stupidly powerful card, he isn't game ending in the current meta. He is a good card in terms of preventing polarizing match ups, and in wild for example where legit value based control decks do exist, he allows for a control hunter archetype, which is actually still inferior simply due to the insane amounts of value able to be generated in wild. He may be an autoinclude, which is definitely something that should be considered, but he manages to be a card that is both fun, interesting, and not game breakingly OP, i'd much rather lose to Rexxar on 6 than Barnes on 4 or the hero powers from Baku and Genn from turn 1
Because if you think Blizz balances around Wild I have a bridge to sell you. They've historically not shown much interest in that to back that claim up. Plus they touched 3 decks and 1 class archetype which have been strong or limiting in Standard for the last 1~2 years? That's wh
I would disagree. The last 2 batches of nerfs directly influenced wild. Flametongue (Direct Wild Nerf), Kingsbane (I would also argue that this deck had bigger implications in wild then standard).
Rexxar is a growing problem for wild. If he doesn't get nerfed in the next few months, he needs to be before he gains more and more powerful beasts. He might not be a big problem in wild now, but he needs to be dealt with before he becomes one.
He's far more threatening in standard because his pool is refined and the options he has are incredibly good overall. The odds of getting an effective beast at any given time is statistically very good (Fibonnacci did some on-stream math the other day and estimated something like 80% chance of being what's considered a "good" minion). Even if that number is off by 15-20%, those odds are incredibly good on creating the lifesteal, armor, or aggro/defensive tool you need to overcome your deck's shortcomings.
Rexxar is busted, but thankfully he's limited to if you draw him in time and select zombeast components wisely.
Rollback Post to RevisionRollBack
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
After the nerfs, DK Rexxar is no longer in the top 25 cards by deck win rate, but people keep on running him as he sits at #14 in popularity overall. I think this speaks volumes that the perception that he is a problem is not based in reality. It's funny how the explanation for losing matches changes when one refuses to consider their own role and stubbornly insists on considering only external factors.
blizzard is not gonna give every one a full refund for a card thats rotating out to wild soon.
It definitely costs too little. If the shaman DK costs 6, Rexxar should cost 8.
In all honesty Rexxar does cost 8 mana. The hero power itself doesn't do anything and is a 2 mana 'do nothing' unlike every other hero power. Sure, you get to discover a beast but on the first turn you rexxar you are not playing that beast. So, the hunter DK does actually cost 8 mana. Everyone who wants an mana increase on the card often skip over this fact.
Because your argument doens't make sense at all. It is about delaying the infite value hunter. Giving your opponent 2 turns extra to kill the hunter is much easier.
He is actually not OP by himself, as his initial winrates showed, and it is also possible to outvalue the zombie beasts with cards like Jaina DK.
Let him have a last hurrah. He is a rare card that is much weaker in Wild because of a dilluted discover pool which makes Rush, Lifesteal and Poisenous beasts much harder to find. Those cheap deathrattle beasts from early expansions do that heropower no good!
Editor of the Heartpwn Legendary Crafting Guide:
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This makes the card completely unplayable garbage. On the same note, let's make DK Jainia's HP target a random minion, DK Guidan's HP do 1 damage lifesteal instead of 3, etc. Rexxar is no more broken then any of the other DK's.
We're in the middle of global re-balance in standard, trying to bring power levels back down to a reasonable level. What that means is that for the next 1-2 months, until the rotation, we're stuck with insanely OP DKs dominating everything else. I think standard will be the best its been since maybe the Ungoro launch after the rotation. Until then, I'm just keeping up with daily quest for the rewards. The game is not very fun at the moment since every game comes down to how soon a player draws their DK.
except the Rexxar hero power is "2: Draw a card you need right now", definitely "do nothing". Basically a much much much better Warlock basic hero power. And Warlock Hero power is the best hero power of the basic nine.
--Alfi--
They don't nerf rexxar because: The last really new, usable, and exciting concept that they added was the dks and rexxar is the coolest one. Without the dks, there would just be the even and odd mechanic decks, agro, and otk.
You mean there is a DK HP that is stronger than all of the basic hero powers in the game.
Astonishing.
Funny. Last I played a hunter deck I never got guarantees for discovering the exact minion I needed every time. Care to build an argument around something other than ultimate high roll scenarios?
The "do nothing" comment of mine was in response to the turn you first play Rexxar. People were saying that Rexxar was undercosted, when in reality if you play Rexxar on turn 6 or 7 you sacced almost all of your tempo for a Blizzard effect without the freeze. When first using the DK on turns 8-9 (sometimes 10) yes the initial hero power is an 8 mana "do nothing". Rexxar doesn't do anything until you actually have the time to start dropping impactful discovers.
Rexxar is a very powerful card (what DK isn't?), but as far as initial impact of the card is when compared to almost all of the other dks it is a very lackluster tempo play when compared to things like Gul'Dan, Anduin, Hagatha, Garrosh, & even Thrall when played on their initial turns. Rexxar is a slow value card.
Believe it or not, Rexxar is perfectly fine, especially once he rotate out. His played rate is only 41% and although that rate is known to be misleading, there is some things that can be learned from this fact.
1. Most decks that run Rexxar are aggro and midrange, using him as a finisher if they run out of steam to have a chance to beat slower control decks, so we can presume the games he is played he most likely raises that matchups winrate from near 0 to the previously mentioned 41% This is not a problem, polarizing matchups can lead to stale games where the game is basically already over turn one, cards like rexxar allow for a larger variety in gameplay promoting higher skill gameplay
2. Most decks in the current meta have a wincon besides outvalue-ing, hence why Rexxar doesn't even always allow you to autowin said control matchups. A few examples are Odd warrior, which run quest or a leeroy cube package to eventually find lethal, big spell/control odd mage which use ragnaros/dragoncaller alanna, and control/combo priest which use cards like mindblast, inner fire, and spellstone to eventually close out games. This is significant because when Rexxar initially came out and the control decks were much more value based than control based, he was more vital, leading to the current belief that he gives autowins versus control.
3. Rexxar isn't the problem. Although he is a stupidly powerful card, he isn't game ending in the current meta. He is a good card in terms of preventing polarizing match ups, and in wild for example where legit value based control decks do exist, he allows for a control hunter archetype, which is actually still inferior simply due to the insane amounts of value able to be generated in wild. He may be an autoinclude, which is definitely something that should be considered, but he manages to be a card that is both fun, interesting, and not game breakingly OP, i'd much rather lose to Rexxar on 6 than Barnes on 4 or the hero powers from Baku and Genn from turn 1
Shaman death knight costs 5 btw
I would disagree. The last 2 batches of nerfs directly influenced wild. Flametongue (Direct Wild Nerf), Kingsbane (I would also argue that this deck had bigger implications in wild then standard).
I don't think anyone is arguing how powerful Rexxar is, it's just never going to get nerfed.
Rotation
Rexxar is a growing problem for wild. If he doesn't get nerfed in the next few months, he needs to be before he gains more and more powerful beasts. He might not be a big problem in wild now, but he needs to be dealt with before he becomes one.
He's far more threatening in standard because his pool is refined and the options he has are incredibly good overall. The odds of getting an effective beast at any given time is statistically very good (Fibonnacci did some on-stream math the other day and estimated something like 80% chance of being what's considered a "good" minion). Even if that number is off by 15-20%, those odds are incredibly good on creating the lifesteal, armor, or aggro/defensive tool you need to overcome your deck's shortcomings.
Rexxar is busted, but thankfully he's limited to if you draw him in time and select zombeast components wisely.
Rage quitting: the best way to ensure your opponent knows they beat a giant baby.
really painful reading all the retarded comments in this thread
rexxar is broken even in wild needs to be nerfed at some point rotating it out doesnt solve the problem
Can you point to some HS Replay stats that show a high win rate for a Hunter deck with DK Rexxar in it. And what is the drawn win rate of the card?
Or is your statement based upon your uninformed opinion?
I'm betting on the latter. I sense Rank 25.
After the nerfs, DK Rexxar is no longer in the top 25 cards by deck win rate, but people keep on running him as he sits at #14 in popularity overall. I think this speaks volumes that the perception that he is a problem is not based in reality. It's funny how the explanation for losing matches changes when one refuses to consider their own role and stubbornly insists on considering only external factors.
Free to try and find a game, dealing cards for sorrow, cards for pain.