Card Nerf - Faceless Corruptor
Submitted 4 years, 11 months ago by
Fluxflashor
Faceless Corruptor is having its attack decreased to 4, from 5, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.
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Faceless Corruptor is having its attack decreased to 4, from 5, in the December 19 Patch.
How do you feel about this change?
Once these changes are live, players will be able to disenchant the adjusted cards for their full Arcane Dust value for two weeks.
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Will still be busted. Getting 2x 4/4 for 5 is still just op.
Still pretty strong.
They should have increased its cost IMO. This is a tiny nerf to a massive card.
It looks like a very small nerf, until they have to trade into a 5 health minion, which are a lot more common than minions with 6+ health. I have no doubt it will still be strong, but the nerf isn't insignificant either.
I guess they didn't want to butcher it completely since the card's been out for slightly over a week. It's still really strong as a 4/4.
This is the most stupid nerf i've ever seen.
This card should cost at least (6) for a split 8/8 rush body!
The change may be small, but having to double trade into 5 HP minions is probably a lot bigger than we realize at the moment. I look forward to seeing if the card gets included in less decks or not.
See you in the next dimension...
The cost is too low, change attack doesn't make so much difference.
Still strong, but I don't think its the auto-include it was. 5 health minions are common(ish) around turn 5, so the 4 attack might be impactful.
STILL too good.. expect seeing this card nerfed again next patch.. they should've also upped it's mana cost to 6.. it will still be abused by every token deck..
As far as I'm concerned, the 4 health is a much bigger issue than the 5 attack. It's very hard for control to clear 4 health in the midgame, making this card a lot of free tempo against control, and a strong board control tool against midrange and aggro. Both of those are still true after this change.
Still too strong for a Neutral card.
It's so bad to be forced to include a card in a deck just because it is so over the top...
I'm actually wondering how long it'll take someone to make this work in an infinite Shudderwock deck again. Surprised Blizzard went and made this mistake again after having to nerf Saronite Chain Gang. Admittedly, it's a bit too slow for the current meta, but things can change with nerfs incoming.
Grumble is not standard anymore and Barista is not as good as G., so you don't need to worry about this new possible infinite combo.
now it's basically Crystal Stag with a lesser requirement.
I don't get why they wouldn't just nerf it to 6 instead, but maybe they just really want it to exist.
I tried having fun once.
It was awful.
The combo is much less reliable than the old Saronite+Grumble one, and the payoff is much worse as well as this doesn't give you 1 cost Shudderwocks either, so at best "infinite" means playing 1 Shudderwock per turn for the rest of the game. But the bigger issue is the unreliability of the combo due to the extra hurdle of requiring bodies on board to transform into shudderwock copies: if you get your corruptor procs before you spawn your tokens, or if your barista procs before your tokens are transformed you're screwed.
The key missing component for infinite Shudderwock in standard is the double battlecry. This way, you will likely have a least one Shudderwock bounced/copied back. There is no more Murmuring Elemental, there is no Brann, no emperor Thaurissan. The quest would only be reliable if you had Thaurissan (to discount Shudderwock or Fencing Coach).
Without this, you rely heavily on The Coin, which is an awful strategy (better just play Galakrond and fill the board with rush minions).
Did this day 1 and can confirm that it sucks. I used a Galakrond package to survive and then mill them to death with Utgarde Grapplesniper and Body Wrappers to refill. (You could use Lifedrinkers, but thats not gimmicky enough)
Most of the time you beat your opponent to death before the infinite part even plays a factor. Then I did it without a Gally package and got beat down by everything. So yeah.
This ain't no place for a hero
Actually was thinking it could work with Bog Slosher, Baleful Banker, Youthful Brewmaster, and/or Sathrovarr. It wouldn't be as consistent, because you'd have to have a minion on board, or have Shudderwock summon a minion that is then transformed and shuffled into your deck or returned to your hand. Kind of want to try it, but obviously it's inconsistent as hell and would never work on ladder.
I was thinking 3/4 or even better 4/3, but well, it's something.
The pleasure is mine.
My last standard decks: nothing special right now.
Sure stat-wise it is still a great card, spend 5 and get 8-10 (and lose a minion...hopefully that was a 1-1) but the rush part is now less problematic since it will not trade as good as before. Can still remove an 8-8, say, a Mountain Giant. But basically the card loses 20% value which is a big hit to take for a card.
Indeed... but its sure one hell of a card. I'm still amazed to how come the devs printed it.... I mean, the other 5-cost faceless dudes are 3/3 , are too conditional and, besides that, this one still has RUSH!! When I first saw this card, my eyes tricked me, I could swear it was a legendary!! (The same way I saw the lightning breath costing 4 mana...)
And you might argue it only loses 10% (since its 2 on a total of 20 stats).