Full Throttle
Extra combat steps are one of red's oldest closers, but the standard version leaves attackers tapped after the first swing, so the additional phase is decoration unless something untaps the team. This spell handles both halves at once: two more combats after the main phase, and a standing untap trigger that resets every attacker at the start of each combat this turn. The result is three full attack steps with the same creatures, not one attack step plus two hollow ones. That untap clause redeems the older extra-combat effects, the ones that read as strictly better and rarely delivered on it, and it is also why the effect costs six mana rather than a red-aggressive three or four. The math is deliberately punishing on defenses: a single evasive threat connects three times in a turn, and a wide board hits three times over. It is built for the finishing turn, the one where the mana is already there and the board is already assembled, not for tempo. The design tension is entirely front-loaded: pay full retail, commit your creatures to the crackback, and the payoff is a burst of damage that most life totals cannot survive. Extra combats have always been a red idiom; this is the version that makes them mean something by refusing to let your attackers sit out the phases they paid for.




