Electro, Assaulting Battery

Electro, Assaulting Battery

{1}{R}{R}Legendary Creature — Human Villain2/3

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Flying

You don't lose unspent red mana as steps and phases end.

Whenever you cast an instant or sorcery spell, add {R}.

When Electro leaves the battlefield, you may pay {X}. When you do, he deals X damage to target player.

What it does

Tagged as Ramp · Removal · Spellslinger payoff — the jobs the deck report counts it toward.

Keyword reminders

Flying. This creature can't be blocked except by creatures with flying or reach. · CR 702.9 Read more →

Official rulings

  1. 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. (2025-09-19)
  2. 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. (2025-09-19)
  3. 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. (2025-09-19)
  4. 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. (2025-09-19)

Printings & prices

Every set Electro, Assaulting Battery has been printed in, with the art, the finishes and the market price of each — the headline price above is the cheapest of these.

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