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Rules guide · Sorcery

Full ThrottleHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Aetherdrift· February 14, 2025
Carte Magic Full Throttle

Full Throttle is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

After this main phase, there are two additional combat phases. At the beginning of each combat this turn, untap all creatures that attacked this turn.

Complete guide

Get ready to push your strategy to the limit with Full Throttle, a sorcery that turns a standard turn into a relentless onslaught. This card is designed to maximize your offensive potential by granting not one, but two extra combat phases back-to-back. With the ability to untap your attackers repeatedly, your opponents will struggle to keep up with the sheer volume of incoming damage.

Unpacking the Mechanic

Full Throttle creates two additional combat phases immediately following the current main phase. Crucially, the card also includes a triggered ability that triggers at the beginning of every combat phase during the turn it is cast. This trigger targets all creatures that have already attacked during that turn and untaps them, ensuring they are ready to participate in the subsequent combat phases or stand as blockers later.

Step-by-Step Resolution

When you cast Full Throttle during your main phase, the spell resolves and sets up the additional phases. Once your main phase ends, you move directly into the first additional combat phase. At the start of this combat, the triggered ability goes on the stack and untaps every creature that attacked during your initial combat phase. You then proceed to the second additional combat phase immediately after the first, where the untap trigger happens again for any creature that has attacked at any point during the turn.

Timing and Restrictions

It is vital to remember that these additional combat phases occur consecutively without a main phase in between them. If you cast Full Throttle during your post-combat main phase, you will transition through both extra combats and then move straight to your end step. Additionally, if you cast this spell on an opponent's turn, they—not you—will receive the extra combat phases, and their creatures will be the ones benefiting from the untap trigger.

Common Mistakes

A frequent error is assuming you get a main phase to cast more creatures or sorceries between the extra combats. You do not. All preparations must be made during the main phase in which Full Throttle is cast. Also, keep in mind that the untap ability only affects creatures that 'attacked this turn'; it will not untap creatures that were tapped for other abilities unless they also participated in an attack.

Interaction examples

Powering the Engine

To cast a high-cost spell like Full Throttle early, you can use Mana Geyser during your first main phase to generate a massive amount of red mana based on your opponents' tapped lands. This allows you to pay the six-mana cost easily, setting up your board for three total combat phases in a single turn.

Clearing the Path

Before entering your extra combat phases, you can cast Chandra's Ignition in your main phase targeting your strongest creature. This clears the board of potential blockers by dealing damage to all other creatures. With the path cleared, your creatures can attack safely across all three combat phases provided by Full Throttle, dealing lethal damage without resistance.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Full Throttle

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    There is no main phase between the two additional combat phases. If you cast this during your second main phase, you will go directly to the end step after the two additional combat phases are complete.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If you somehow cast this spell when it’s not a main phase, the second ability still takes effect, but there are no additional combat phases this turn. If you cast it during an opponent’s main phase, there are two additional combat phases, but that opponent gets to attack during those combat phases, not you.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemyduel
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