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- Electro, Assaulting Battery
Command zone
Electro, Assaulting Battery
Legendary Creature — Human Villain
Electro wants a deck that makes huge amounts of mana for giant spells. It also suits a deck that casts lots of instant and sorcery spells.
- Mana cost
- Red ()
- Power / toughness2 / 3
- RarityRare
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.
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- Archetypes
- Themes
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- Humans
- Villains
Cards That Fit Electro, Assaulting Battery
Picked for what they do in Electro's deck. When two cards do the same job, the one with the lower comes first. All of them fit Electro's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.
Open the full glossary
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Rulings for Electro, Assaulting Battery
explain how Electro works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
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.
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.
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.
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.
4 rulings, all written by Wizards of the Coast. Read the originals on Gatherer ↗
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