Noggin Whack
Hand disruption usually trades one-for-one and lets the caster pick the worst card; this one inverts the ergonomics. The target reveals three from their hand, and you take the two you fear, leaving them the dreg. That is a sharper selection than the random or single-target discard black had relied on in the era when this kind of attack first appeared, and the prowl discount is what makes the rate land: connect with a Rogue and the price drops to , turning a four-mana clunker into a two-mana, two-card swing on the back of a body that already got through. The constraint is the one prowl always imposes: it asks you to have already won the combat step, so the discount lives or dies on a board you have to build toward rather than cast into. The two failure modes diverge cleanly. Hold the card and cast it on time without a Rogue connection, and you are paying full retail for a sorcery-speed two-for-one, which most disruption suites cannot afford at four mana. Take the discount, and you have already tipped your aggression by attacking first, so the hand attack arrives after the target has seen your clock coming. It belongs to the brief window when black tried to make tempo-discard a Rogue subtheme, pairing reach-into-hand effects with evasive bodies so disruption and clock arrived in the same package. The idea is sound: discard that scales with aggression instead of fighting it. The execution is narrow, because outside a deck that reliably lands Rogue damage, the full cost is a luxury.
