Rush of Adrenaline
One red mana buys +2/+1 and trample, and that trample rider is the entire reason to run it over a plain pump spell: a bare +2/+1 stalls the moment a creature gets chumped, but this one spills the surplus damage past the blocker and onto the opponent's life total. Brute Force and the many cheap red boosts of its kind win a combat; this one lets you skip winning the combat altogether, pushing damage through a body you have no interest in killing. That is the more aggressive of the two jobs a one-mana trick can shoulder. Instant speed keeps both directions live: the same +2/+1 that turns a stalled attack into a clock can be held back to ambush an incoming attacker, surviving a swing the opponent read as lethal or trading up into a larger creature. The limitation is that it demands a creature already committed to combat on one side or the other; with an empty red zone, the card sits dead in hand. That narrowness is deliberate. It is built for the deck that finds itself short on blockers but long on reach, leaning on trample to close out a game that a fair, ground-out board would have handed to the other player.




