Noggin Whack

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Morningtide (MOR) Uncommon

Combos Browse all

Noggin Whack

Tribal Sorcery — Rogue

Prowl (1)(Black) (You may play this for its prowl cost if you dealt combat damage to a player this turn with a Rogue.)

Target player reveals three cards from his or her hand. You choose two of them. That player discards those cards.

Noggin Whack Discussion

hungry000 on Naughty Rogue Party

1 month ago

Hi, I've played (and still play) Rogues extensively in modern, and there are a few things I want to mention:

  1. Stinkdrinker Bandit and Oona's Blackguard are the two best Rogue payoffs and are pretty much the reason to be playing Rogues, so play all 4 of them.

  2. If you go with the advice above, you'll also need to add a few more one-drops (10-12 total). Stinkdrinker on turn 2 can often mean big damage the next turn, and Blackguard benefits from playing more 1 cmc cards since you can go wide with them and make your opponent discard multiple cards. I also recommend going up on the number of one-drops so you can reliably cast Noggin Whack on curve as it is a great tool to have against Control and Midrange.

  3. There are a few differing opinions out there on the topic of Frogtosser Banneret ; personally, I don't think it's necessary in Rogue decks, but it's not particularly bad, either. It can lead to power turns but if you build your deck around it too much you can get really clunky hands with lots of high cmc Prowl cards and no enablers. I find it to be more consistent and better overall to play more one-drops and cast Prowl cards for their full Prowl costs rather than go for the power plays with Banneret. You do what you want with it, but try not to fall into the deck building trap I mentioned just now.

  4. I wouldn't play too many Whack / Theft since they can tempt you into casting them instead of advancing your board state. Though chaining Noggin Whacks together with Frogtosser Banneret is pretty insane.

If you would like to look, here are two Rogue decks I've made: Faerie Rogue Tribal, Bad Moon Rogues

The first is more tempo-aggro oriented and the second is all-out aggro (second one is an example of the type of deck where I think Frogtosser shines). They're both mixes of tribal decks (Faerie/Rogue and Goblin/Rogue), so they're a bit different from what you have here, but I hope they help.

hungry000 on Night Prowlers

7 months ago

You need more one-drops. All you have right now is Faerie Miscreant, and Hidden Strings, Morsel Theft, Noggin Whack, and Stinkdrinker Bandit all get better when they can be consistently played on turn 2 (Stinkdrinker and Noggin Whack in particular). Without a solid one-drop suite most of the time you'll only be playing those cards on turn 3, which is too slow against many decks. I recommend you play at least 10 one-drops, more if possible. Slither Blade is the best one available, Triton Shorestalker is the worse version of it and Vampire Cutthroat can give some life gain.

Also, fill out the rest of the playset of Stinkdrinker Bandit; it's your best card. I'd drop a Oona's Prowler, Latchkey Faerie, or a Tetsuko for the last copy.

kilveradeux on Golgari Undergrowth revivial

9 months ago

Did you get your Noggin Whacked before you made this deck? I wouldn't even use this even if I got it with a Five-Finger Discount

Se7enfoot on Prowling bandit - UB, Budget rogue tribal

1 year ago

Rouge's were so much fun then lorowyn was new. +1 . Are cards like Noggin Whack or Morsel Theft worth considering, taking advantage of synergy could give you a boost.

iNaturalize on

1 year ago

Noggin Whack

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