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Rules guide · Legendary Creature

Electro, Assaulting BatteryHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Marvel's Spider-Man· September 26, 2025
Carte Magic Electro, Assaulting Battery

Electro, Assaulting Battery is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card 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.

Complete guide

Electro, Assaulting Battery is a powerhouse for red mages looking to store energy and unleash a final shocking blast. This Legendary Human Villain ensures your red mana never goes to waste, turning every spell you cast into a battery charge. With Electro on the board, your mana pool becomes a permanent resource until he makes his final exit.

Storing the Charge

Electro has a continuous effect that changes the standard rules of Magic: you do not lose unspent red mana as steps and phases end. While he is on the battlefield, you can accumulate red mana across multiple turns. Additionally, he provides a triggered ability that adds one red mana every time you cast an instant or sorcery spell. Note that other colors of mana and colorless mana are still lost at the end of every step or phase as normal.

The Final Spark

When Electro leaves the battlefield, his final ability triggers. This is a special two-step process called a reflexive triggered ability. First, the 'leaves the battlefield' ability goes on the stack without a target. As it resolves, you choose a value for X and pay that much mana. If you do pay, a second ability triggers immediately, and you choose the target player at that time. This allows you to see how much mana you have available before committing to a target.

Post-Electro Management

A common mistake is thinking your red mana disappears the moment Electro leaves the battlefield. According to the official rulings, you actually have until the end of the current step or phase to spend whatever red mana you have remaining before it finally vanishes. Once the current step ends, the standard rules of mana loss resume. Also, remember that any special riders on your red mana, such as restrictions on what it can be spent on, remain attached to that mana even if it is stored for several turns.

When to Play Electro

Electro is best utilized in decks with high counts of instant and sorcery spells. Because he provides flying, he can pressure opponents in the air while you build up a massive reserve of red mana. He acts as both a mana ritual engine and a finisher, making him an ideal lead for aggressive or combo-oriented red strategies.

Interaction examples

Doubling the Output with Roaming Throne

If you have Roaming Throne on the battlefield with 'Human' or 'Villain' chosen, Electro's abilities trigger twice. When you cast an instant or sorcery, you add two red mana instead of one. Furthermore, when Electro leaves the battlefield, his reflexive ability triggers twice, allowing you to pay X twice to deal damage to two different targets (or the same target twice).

Electro's Standalone Power

With Electro on the battlefield, you cast a 1-mana red instant. Electro's ability triggers and adds one red mana to your pool. Since you don't lose red mana, you can keep that mana in your pool through your opponent's turn. If Electro is then destroyed by an opponent's spell, his 'leaves the battlefield' ability triggers. You can then spend that stored red mana to pay for X, dealing damage directly to your opponent.

Sequential Triggers with Solemn Simulacrum

If Electro and Solemn Simulacrum are both destroyed by a board wipe, both of their 'leaves the battlefield' or 'dies' abilities trigger. You can choose the order they go on the stack. You could resolve the Solemn Simulacrum trigger first to draw a card, then resolve Electro's ability, using your stored red mana to pay X and damage a player based on the new game state.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Electro, Assaulting Battery

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    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.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    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.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    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.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    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.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Sozin's Comet
+Aggravated Assault
+Electro, Assaulting Battery
#1

Sozin's Comet + Aggravated Assault + Electro, Assaulting Battery

Infinite combat phasesInfinite red manaInfinite untap of creatures you controlInfinite mana creatures you control can produce
  1. 1Cast Sozin's Comet either from your hand by paying {3}{R}{R} or from exile for its foretell cost by paying {2}{R}.
  2. 2Declare a creature as an attacker, triggering its firebending ability, adding {R}{R}{R}{R}{R}.
  3. 3Move to your postcombat main phase. You will not lose the mana due to Electro.
  4. 4Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  5. 5Repeat from step 2.
Avatar Roku, Firebender
+Aggravated Assault
+Electro, Assaulting Battery
#2

Avatar Roku, Firebender + Aggravated Assault + Electro, Assaulting Battery

Infinite combat phasesInfinite red manaInfinite untap of creatures you controlInfinite mana creatures you control can produce
  1. 1Declare a creature as an attacker, triggering Avatar Roku, adding six {R}.
  2. 2Move to your postcombat main phase. You will not lose the mana due to Electro.
  3. 3Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  4. 4Repeat.
Firebending Student
+Aggravated Assault
+Electro, Assaulting Battery
#3

Firebending Student + Aggravated Assault + Electro, Assaulting Battery

Infinite combat phasesInfinite red manaInfinite untap of creatures you controlInfinite mana creatures you control can produce
  1. 1Declare Firebending Student as an attacker, triggering its ability, adding an amount of {R} equal to its power.
  2. 2Move to your postcombat main phase. You will not lose the mana due to Electro.
  3. 3Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  4. 4Repeat.
Zuko, Firebending Master
+Aggravated Assault
+Electro, Assaulting Battery
#4

Zuko, Firebending Master + Aggravated Assault + Electro, Assaulting Battery

Infinite combat phasesInfinite red manaInfinite untap of creatures you controlInfinite mana creatures you control can produce
  1. 1Declare Zuko as an attacker, triggering its ability, adding an amount of {R} equal to the number of experience counters you have.
  2. 2Move to your postcombat main phase. You will not lose the mana due to Electro.
  3. 3Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  4. 4Repeat.
Electro, Assaulting Battery
+Underworld Breach
+Burning Inquiry
#5

Electro, Assaulting Battery + Underworld Breach + Burning Inquiry

Infinite draw triggers for all playersInfinite self-millNear-infinite millNear-infinite self-discard triggers
  1. 1Cast Burning Inquiry by paying {R}.
  2. 2Electro triggers, adding {R}.
  3. 3Resolve Burning Inquiry, causing each player to draw three cards and discard three cards at random.
  4. 4Cast Burning Inquiry from your graveyard for its escape cost by paying {R} and exiling 3 cards from your graveyard.
  5. 5Repeat from step 2.
Sun Warriors
+Aggravated Assault
+Electro, Assaulting Battery
#6

Sun Warriors + Aggravated Assault + Electro, Assaulting Battery

Infinite creature ETBInfinite combat phasesInfinite red manaInfinite creature tokens
  1. 1Declare Sun Warriors as an attacker, triggering its ability, adding an amount of {R} equal to the number of creatures you control.
  2. 2Move to your postcombat main phase. You will not lose the mana due to Electro.
  3. 3Activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and to get an additional combat and main phase after this one.
  4. 4Repeat.
Cormela, Glamour Thief
+Electro, Assaulting Battery
+Twinflame
#7

Cormela, Glamour Thief + Electro, Assaulting Battery + Twinflame

Infinite creature ETBInfinite creature LTBInfinite black mana that can only be spent to cast instant and sorcery spellsInfinite blue mana that can only be spent to cast instant and sorcery spells
  1. 1Activate Cormela by paying {1} and tapping it, adding {U}{B}{R} that can only be spent to cast instant and/or sorcery spells.
  2. 2Cast Twinflame by paying {1}{R}.
  3. 3Electro triggers, adding {R}.
  4. 4Resolve Twinflame, creating a token copy of Cormela.
  5. 5Put the tapped Cormela into your graveyard due to the legend rule.
  6. 6Cormela dies, triggering itself, returning Twinflame from your graveyard to your hand.
  7. 7Repeat.
Obeka, Splitter of Seconds
+Braid of Fire
+Aggravated Assault
+Electro, Assaulting Battery
#8

Obeka, Splitter of Seconds + Braid of Fire + Aggravated Assault + Electro, Assaulting Battery

Infinite combat phasesInfinite combat damageInfinite red manaInfinite untap of creatures you control
  1. 1Deal combat damage to an opponent using Obeka. Obeka triggers, causing you to get that many upkeep steps after this one.
  2. 2Move to your first extra upkeep. At the beginning of that upkeep, Braid of Fire triggers, putting an age counter on it and adding {R} for each age counter on it.
  3. 3Repeat step 2 for each other upkeep step.
  4. 4During your postcombat main phase, activate Aggravated Assault by paying {3}{R}{R}, causing you to untap all creatures you control and get an additional combat and main phase after this one.
  5. 5Repeat.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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