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Rules guide · Sorcery

Throw from the SaddleHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Outlaws of Thunder Junction· April 19, 2024
Carte Magic Throw from the Saddle

Throw from the Saddle 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.

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Official card text

Target creature you control gets +1/+1 until end of turn. Put a +1/+1 counter on it instead if it's a Mount. Then it deals damage equal to its power to target creature you don't control.

Complete guide

Throw from the Saddle is a versatile green sorcery that offers both a temporary boost and a removal effect. It rewards players for using Mounts by making the power increase permanent through a counter. This card ensures your creatures come out on top during a confrontation.

Dual Targeting and Buffs

When you cast Throw from the Saddle, you must select two targets: one creature you control and one creature you don't control. The first part of the spell enhances your creature. If your creature is a Mount, it receives a permanent +1/+1 counter; otherwise, it gets a temporary +1/+1 buff until the end of the turn. This distinction is crucial for long-term board presence.

Resolution Step-by-Step

First, the spell checks the validity of its targets. If the creature you control is a Mount, the counter is placed immediately. If it is not a Mount, it gains the stat boost. Once the power is adjusted, your creature deals damage equal to its new power total to the target creature you don't control. Note that your creature does not take damage in return; this is a 'punch' effect, not a 'fight' effect.

Common Pitfalls

A common mistake is trying to cast this spell without two valid targets. According to the official rulings, you cannot cast Throw from the Saddle unless you target both your own creature and an opponent's creature. Furthermore, if the target creature you control is removed from the battlefield before the spell resolves, the entire spell fails and no damage is dealt to the opponent's creature.

Strategy and Timing

Because this is a sorcery, you cannot use it as a combat trick during your opponent's turn. It is best used during your pre-combat main phase to clear a blocker or to grow a Mount permanently before it attacks. If you use cards like Cultivate or Farseek early in the game to ramp, you can cast Throw from the Saddle sooner to maintain board control.

Interaction examples

Standard Creature Interaction

You target your own 2/2 Grizzly Bears and an opponent's 3/3 creature. Grizzly Bears becomes a 3/3 until end of turn. It then deals 3 damage to the opponent's creature, successfully destroying it while your bear survives.

Mount Synergy

You target your Mount creature. Instead of a temporary buff, it receives a permanent +1/+1 counter. If it was a 3/3, it becomes a 4/4 permanently and then deals 4 damage to the target creature you don't control.

Resource Management

After using Farseek on turn two and Cultivate on turn three to accelerate your mana, you have plenty of resources to play a large creature and follow up with Throw from the Saddle on the same turn to immediately remove a threat.

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

How it works : Throw from the Saddle

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You can’t cast Throw from the Saddle unless you choose a creature you control and a creature you don’t control as targets.

    No other card is named in this ruling.

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Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacypaupervintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawlpaupercommanderdueltlr
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