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Electro, Assaulting Battery

SPM (Marvel's Spider-Man) · #76 · EN

Electro, Assaulting Battery

Legendary Creature — Human Villain

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.
RzadkośćRare
PLN regular18,35 zł
PLN foil20,19 zł
PLN etched—

Electro, Atakująca Bateria (Electro, Assaulting Battery)

Legendarny stwór — Człowiek Złoczyńca

Latanie (Flying)
Nie tracisz niewydanej czerwonej many, gdy kończą się kroki i fazy.
Za każdym razem, gdy rzucisz czar natychmiastowy lub czar zaklęcie, dodaj {R}.
Gdy Electro opuszcza pole bitwy, możesz zapłacić {X}. Jeśli to zrobisz, zadaje X obrażeń wskazanemu graczowi.

Jak działa karta?

Latanie (Flying). Zachowujesz niewydaną czerwoną manę między krokami i fazami; gdy rzucisz instant/sorcery, dodajesz {R}. Po opuszczeniu pola możesz zapłacić {X}, aby zadać X obrażeń wskazanemu graczowi.

Electro ma Latanie (Flying). Nie tracisz niewydanej czerwonej many, gdy kończą się kroki i fazy, więc możesz ją zachować i wydać później, o ile nadal kontrolujesz Electro. Za każdym razem, gdy rzucisz czar natychmiastowy lub czar zaklęcie, dostajesz {R}. Gdy Electro opuszcza pole bitwy, możesz zapłacić {X}; jeśli to zrobisz, zadaje X obrażeń wskazanemu graczowi (wartość X wybierasz przy rozwiązywaniu pierwszej zdolności).

Ważne interakcje

Częste pomyłki

Przykład

Na swojej main phase rzucasz czar natychmiastowy, dostajesz {R}, zachowujesz ją do tury przeciwnika, a potem wydajesz przy kolejnym rzucie czaru.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

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Set
Marvel's Spider-Man (SPM)
Data wydania
2025-09-26
Rzadkość
Rare
Artysta
Piotr Dura
Mana value
3
Mana cost
{1}{R}{R}
Power / Toughness
2 / 3
Layout / frame
normal / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
d672cfad-e656-47f8-bf93-64f262aff33e
Oracle ID
3db16fb8-5650-4568-b975-42ad3d44ebcd
Słowa kluczowe
Flying
Tożsamość kolorów
{R}
Produkuje manę
{R}
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo, arena
Cechy wydruku
Dostępna w boosterze
Efekty ramki
legendary
Typ promocji
universesbeyond
Watermark
—
Obramowanie / znacznik
black / oval
EDHREC rank
1 260
Penny rank
—
Multiverse IDs
—
Arena ID
97893
MTGO ID
153391
TCGplayer ID
651337
Cardmarket ID
845844
Illustration ID
a320a1f4-694c-430c-97a5-4e51123d37fa
Status obrazu
highres_scan

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.

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.

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.

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.

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