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Electro, Assaulting Battery
RareColour IDMV 3
Legendary Creature — Human Villain
Flying
You don't lose unspent red mana as steps and phases end.
Whenever you cast an instant or sorcery spell, add .
When Electro leaves the battlefield, you may pay . When you do, he deals X damage to target player.
2 / 3
Keywords
Flying
Card capabilities
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Other printings
3 other English printingsEarliest 2025-09-23Newest 2025-09-26Cheapest priced $5.08 in SPM
Rulings (4)
wotc19 Sept 2025
Once Electro leaves the battlefield, you have until the end of the current step or phase to spend whatever red mana you have before you lose that mana as normal. There is no penalty associated with this other than the loss of the mana.
wotc19 Sept 2025
If a red mana you add has certain restrictions or riders associated with it (for example, if it was produced by the last ability of Arena of Glory), they'll apply to that mana no matter when you spend it.
wotc19 Sept 2025
You can keep unspent red mana indefinitely while Electro is under your control. That means if you add a red mana during one step or phase, you can spend it during a later step or phase, or even a later turn. You will still lose other types of unspent mana as each step and phase ends.
wotc19 Sept 2025
Electro's last ability triggers without requiring a target. You choose the value of X as that ability resolves. If you pay the mana, a second "reflexive" ability triggers. You choose the target for that ability at that time. Players can respond to the reflexive triggered ability as normal, knowing the amount of damage that will be dealt as that ability resolves.
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