Full Throttle
Rare · Sorcery
2.5WeakRank 248 of 271
45.6%Rank 272 of 273 by win rate, card in hand · set average: 55.7%
How are these measures computed?
Pick rating. The pick rating estimates what a card is worth when you choose it, before there are results: it combines several signals (expert evaluations, the choices of strong players, characteristics of the card such as its cost and rarity) and was tuned on the results of decks of strong players. It is for comparing cards while you draft.
Observed strength. The observed strength is the win rate of the games in which the card was in hand at some point (opening hand or drawn), from hundreds of thousands of real games of online draft players since the set came out. The rank compares the cards seen in at least 1,000 games. It does not correct for the strength of the deck the card is played in, and a result stays uncertain for a card that is played little (about 1.6 points of margin at 1,000 games).
Filler card but sometimes gets cut (2.5/10).
Why. A six-mana sorcery that adds two extra combat phases and, at the beginning of each combat, untaps creatures that attacked. With a wide board already out, that can mean three attacks in one turn.
Risks. Six mana for an effect that does nothing on its own: with no creatures or good blockers across the table the card is dead. A removal spell on your best creature ruins it.
In the draft. A gamble card to avoid in most decks. Play it only in a very aggressive red deck with many creatures, and take it very late.
Win rate of the card
Percentage of games won by the decks that play this card, depending on when it shows up, from the real games of the set.
Gap when it is drawn, against the games where it is not : -5.5 win-rate points
Its place in the set
- Rare: rank 60 of 60
- Red: rank 34 of 38
- Cost 6: rank 13 of 13
- Average pick: 8.4 (1 = taken first from a pack; the lower the number, the earlier players choose it)
Win rate by colour pair
Percentage of games won by the decks of each pair that play the card, with the number of games. The pairs are the two main colors of the deck: when the card has a color outside the pair, the deck plays it as a splash (marked “splash”). A pair that has an archetype in this set leads to its guide.
Win rate: strong players and all players
Percentage of games won when the card is in hand; strong players are those ranked diamond or mythic online.
Win rate on the play and on the draw
Win rate by number of copies in the deck
- 1 copy48.7 % · 4,267 games
- 2 copies50.0 % · 118 games
Win rate since the set came out (card in hand)
- First two weeks46.1 % · 1,288 games
- Next two weeks43.0 % · 388 games
- After that49.0 % · 104 games
Win rate alongside other cards
Win rate of the decks that play both cards, compared with the one you would expect from what each card gets alone. At least 150 games together.
Cards it wins more with
- Kolodin, Triumph Caster279 games · 50.5 % (instead of 44.0% expected)
- Stall Out303 games · 49.5 % (instead of 43.4% expected)
- Hour of Victory272 games · 54.4 % (instead of 48.4% expected)
- Redshift, Rocketeer Chief353 games · 53.5 % (instead of 47.7% expected)
Cards it wins less with
- Camera Launcher297 games · 40.7 % (instead of 47.2% expected)
- Beastrider Vanguard517 games · 44.9 % (instead of 50.1% expected)
- Starting Column240 games · 42.5 % (instead of 47.2% expected)
Other cards of the same cost and colours
Intrinsic ratings: they do not take into account the cards you have already picked. They matter most for the first pick of the first pack.



