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Electro, Batteria d'Assalto

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Electro, Batteria d'Assalto (Electro, Assaulting Battery)

Costo{1}{R}{R} Valore di mana3TipoLegendary Creature — Human Villain Identità di colore{R} Rosso RaritàRara EspansioneMarvel's Spider-Man (SPM) IllustratorePiotr Dura Prezzo4,21 € · foil 4,67 € · 3,26 USD
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Informazioni sulla carta

Electro, Batteria d'Assalto è una carta di tipo creatura di Magic: The Gathering con valore di mana 3 (identità di colore: rosso). Prima stampa: Marvel's Spider-Man Promos (2025); 3 versioni cartacee in totale. Ruolo in Commander: rampa. È una delle 5000 carte più giocate in Commander (posizione 1239 su EDHREC). Può essere usata come Commander. Legale in Commander, Standard, Pioneer, Modern, Legacy e Vintage. Versione più economica: 4,21 € (Marvel's Spider-Man); la più cara: 4,35 € (Marvel's Spider-Man).

Electro, Batteria d'Assalto {1}{R}{R}

Legendary Creature — Human Villain
Volare
Non perdi il mana rosso non speso al termine di fasi e sottofasi.
Ogniqualvolta lanci una magia istantaneo o stregoneria, aggiungi {R}.
Quando Electro lascia il campo di battaglia, puoi pagare {X}. Quando lo fai, infligge X danni a un giocatore bersaglio.
Testo delle regole (Oracle, inglese)
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.
2/3

Nome in ogni lingua

Legalità

Chiarimenti sulle regole (in inglese)

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
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
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.

Carte con lo stesso ruolo: rampa

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