Ruckus on the Run
Demonic Ruckus is a tight little engine for aggressive decks that want to translate pressure into value. As an Aura it turns a creature into an immediate threat with a one point pump plus menace and trample, forcing blockers to make awkward choices and clearing the way for incremental damage. The Plot clause offers a second life for your surprise plays by letting you exile the card from hand and cast it later without paying its mana cost as long as you plan ahead.
From a lore angle this is the sort of infernal gambit you see around Thunder Junction campfires. The art shows an embercharged fiend turning a skirmish into chaos and the effect matches that intent by both beefing a board piece and drawing you a card when it dies. Use it to close races, bait removal, or refill your hand; it plays clean with both creature heavy strategies and tempo lists that prize efficient redundancy.
Card Details:
Mana Cost: {1}{R}
Card Type: Enchantment Aura
Subtypes: Aura
Card Text / Rules Text (Printed):
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When Demonic Ruckus is put into a graveyard from the battlefield, draw a card.
Plot {R} (You may pay {R} and exile this card from your hand. Cast it as a sorcery on a later turn without paying its mana cost. Plot only as a sorcery.)
Power / Toughness: N A
Rarity: Uncommon
Set: Outlaws of Thunder Junction
Language: English
Condition: Near Mint