the prevailing wisdom on Noon hex control is to run high value, Blood Curse for influence, Phantasm to move them, and Shadow Walk to move you.
maybe there is room for Clear Out!, either as a splash for the above deck (and with high pulls that might boot dudes) or in a more mid range, hitting the base grit on a dude that got booted by other efforts.
many starting dudes, regardless of faction, have low grit, and when you reach the end game, with dudes booting everywhere, sending one of those home can secure the victory.