Electro, Assaulting Battery - Marvel's Spider-Man (#76) - Illustrated by Piotr Dura - Magic: The Gathering Card
Flying

Electro, Assaulting Battery

Card Rules and Details

Card Type: Legendary Creature — Human Villain

Mana Cost: {1}{R}{R}

Oracle Rules Text: 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.

Set: Marvel's Spider-Man (#76), Rarity: Rare, Artist: Piotr Dura

Legendary Creature Red Rare Evasion
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Historical Printings & Sets (1)
1 Languages
en English Viewing Here
1 Printing
Thumbnail Set Name Code Rarity Artist Released
Electro, Assaulting Battery - Marvel's Spider-Man MTG card scan Electro, Assaulting Battery Marvel's Spider-Man Viewing SPM Rare Piotr Dura 2025-09-26

Official Rulings (4)

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.
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.
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.
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.

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