Electro, Assaulting Battery

Electro, Assaulting Battery1RR
Legendary Creature — Human VillainSPM · R

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.

Marvel's Spider-Man · Rare2/3
Moxou Score · all formats

This card is outside the top 50 in every format. Its score, rank and trends are for signed-in users.

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Analysis

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Legality

9 formats
StandardLegal
PioneerLegal
ModernLegal
PremodernNot legal
LegacyLegal
VintageLegal
PauperNot legal
Duel CommanderLegal
cEDHLegal

B/R history

Never banned or restricted in any format Moxou tracks.

Rulings

4
  1. 2025-09-19

    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.

  2. 2025-09-19

    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.

  3. 2025-09-19

    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.

  4. 2025-09-19

    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.

Versions

4

In sealed products

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