
Flying
You don't lose unspent red mana as steps and phases end.
Whenever you cast an instant or sorcery spell, add .
When Electro leaves the battlefield, you may pay . When you do, he deals X damage to target player.
Electro is a mono-red mana engine: hold red across phases and turns, then chain instants and sorceries that each refund to build an explosive mana pool. Use that pool to fuel huge X spells, storm-style chains, or pour it into a damage outlet, and cash Electro's death trigger for a big finishing burst. You ramp on rituals and rocks early, then spend a single turn unloading your hand for lethal.
Lean into fast mana (Mana Crypt, Jeweled Lotus, rituals) and cost reducers like Ruby Medallion to make the refund engine net positive, then add a deterministic storm payoff such as Underworld Breach with Lion's Eye Diamond. Tighten the spell base toward cheap cantrips and impulse draw (Light Up the Stage, Wheel of Misfortune) to keep chains going, and include damage multipliers like Fiery Emancipation to lower the kill threshold. Round out with strong interaction (Pyroblast, Abrade) and rummaging to fight through hate.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite combat phases, Infinite red mana, Infinite untap of creatures you control
→ Infinite draw triggers for all players, Infinite self-mill, Near-infinite mill
Combos via Commander Spellbook.
Same color identity (R), by popularity.