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Part of Outlaws of Thunder Junction
·
Enchantment — Aura
·
Outlaws of Thunder Junction (OTJ)
Live Play Data
Demonic Ruckus
0%
Live Inclusion
Times Brought
172
Decks Running
73
Median Cast Turn
5
Drawn → Played
74%
Format
First-cast turn
n=23
4%
T1
9%
T2
9%
T3
26%
T4
9%
T5
30%
T6-9
13%
T10+
Median
5
P25
4
· P75
8
· max
11
On curve
13%
(2 / 23 cast on T2)
Cast same turn as drawn
36%
The "good card" funnel
172 brought · 71 playersBrought to game
172
Ever drawn
31
Reached battlefield
23
Still on board at game end
14
Once cast, 61% of this card is still on the battlefield at game end. This reflects how often it survives removal, not just whether it's a permanent.
≥ -3.9pp
Players who cast this card win 35% of the time (n=23) , vs 19% when it never left the library (n=118).
Read this as correlation, not as the card's contribution. Casting a card means you lived long enough to cast it, so this gap widens with mana value across every card we track.
Observed gap +15.7pp; 95% confidence interval -3.9pp to +35.3pp. Correlational, not causal: powerful payoffs also get cast more often in games you are already winning.
Final zone distribution
32 instances43.8%
Battlefield
28.1%
Graveyard
9.4%
Exile
18.8%
Hand
Commanders that played this card
in tracked games-
1
Uril, the Miststalker
9 decks
-
2
Wolverine, Best There Is
9 decks
-
3
Stangg, Echo Warrior
5 decks
-
4
Slicer, Hired Muscle // Slicer, High-Speed Antagonist
4 decks
-
5
Valduk, Keeper of the Flame
3 decks
-
6
Alexios, Deimos of Kosmos
2 decks
-
7
Laughing Jasper Flint
2 decks
-
8
Ojer Axonil, Deepest Might // Temple of Power
2 decks
-
9
Three Dog, Galaxy News DJ
2 decks
-
10
Aisha of Sparks and Smoke
1 decks
Card text
Demonic Ruckus
Enchantment — Aura
Enchant creature
Enchanted creature gets +1/+1 and has menace and trample.
When this Aura is put into a graveyard from the battlefield, draw a card.
Plot
(You may pay
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.)
Outlaws of Thunder Junction (OTJ)
·
Uncommon
·
Illustrated by Andrew Mar
Frequently Asked
Why isn't there more data on this card?
Playgroup Live collects per-card gameplay data from real Commander games. Play counts appear once a card reaches 100 tracked games, and the full charts need a sample of at least 25 observed games that is not dominated by a single pilot. Until this card clears those bars you're seeing only the basic counts. Stats refresh nightly.
How is Playgroup Live card data collected?
Players using Playgroup Live import their decklists before a game and log card actions as they play. Each cast, zone change, and resolution is recorded as a real game event. Stats on this site are computed from those events, not from decklist scrapes or theorycrafting. Playgroup has recorded 720,000+ Commander games overall, and this card-level play data comes from the Playgroup Live seats playing virtual cards, a subset of that corpus.