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CardName: Hooliganry Cost: 1R Type: Sorcery Pow/Tgh: / Rules Text: Create three 1/1 red Goblin creature tokens. Each opponent Investigates. (Those players each create a colourless Clue artifact. It has “{2}, Sacrifice this Artifact: Draw a card.”) Flavour Text: Set/Rarity: Noir Common |
Code: CR04 History: [-] |
Name
Was two goblins at instant speed
Common -> Uncommon
I think I would expect this to create only 2 tokens, but it's hard to say without testing.
It's certainly bold. But it's also giving each opponent an extra card. Is a card better than a 3 1/1 tokens? I guess against an aggro deck, it might well not be; since they have to skip tempo on turn 2 to draw it.
I agree with both Link and Vitenka
as a suggestion, if you want it to be three tokens (for some reason) you could make it cost
instead, then both players would be paying an equal amount.
Sounds reasonable. I’ll untap the tokens and bump up the price.
Tokens were tapped; R -> 1R; Back to common
It's one of those cards that is certainly not impossible in the abstract, whether it's a common or needs to be slightly costed up a little as a common will depend entirely on the rest of the set.
Generally, as far the typical red aggro deck goes, I'm not sure that this downside is much of one. If this is cast on- or near-curve, it'll be 3-4 turns before the opponent can take advantage of it especially with 3 1/1 tokens on turn 2 to deal with!
Sweet flavor - great design.
This is here to give the red aggro decks a tool to deal with WB. I was worried their oppress mechanic would be, well, too oppressive.
See Enforce Curfew
The current version compares nicely with Dragon Fodder/Raise the Alarm. The second shows that two mana can get a little more than two 1/1 at sorcery speed.
Make no mistake: A Clue is not the same as card draw - especially not on cards like this that can apply plenty of early pressure preventing the game from advancing to the stage where
can easily be set aside to cash-in the Clue.
Conversely to the above you could use Hordling Outburst as reference. What is going on here? More than two tokens get significantly more relevant for sacrifice/mass pump/etc. synergies. And this is especially true for cards that get a discount through drawback.
I'd keep this card at uncommon.
The creative treatment certainly is nice though.