Home / Magic: The Gathering / Bloomburrow / Conduct Electricity
Conduct Electricity
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Instant

Conduct Electricity

common · Instant · Bloomburrow
$0.09
Low
$0.10
Market
$0.13
High

Oracle Text

Conduct Electricity deals 6 damage to target creature and 2 damage to up to one target creature token.

Card Details

-/-Power / Toughness
{4}{R}Mana Cost
1Prints

Character Background

Conduct Electricity reads like a red midrange removal spell that doubles as a tempo-saving trick: at five mana instant it best supports midrange or control strategies that need reliable answers to big blockers or threats while still wanting the flexibility to act on opponents' end steps or combat tricks. Thematically it feels like a focused arc of lightning that burns a primary target and lets a stray spark finish off a token, which is exactly how you should use it—save it for opposing bombs or planeswalkers’ creatures, or cast it in combat to trade up while denying token generators. It’s also a solid limited pick as common removal, and in constructed it pairs nicely with token synergies (e.g., Young Pyromancer or any token-producing planeswalker) where that extra 2 damage can clean up bodies your token engine can’t block. Deckbuilding tip: run this in Rakdos or mono-red midrange lists as a flexible answer and consider it as a one-for-one stabilizer against swarm-plus-bomb strategies.

Generated using gpt-5-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.10.
Average Time to Sell
3 days
At the current market price of $0.10.

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Character Background

Conduct Electricity reads like a red midrange removal spell that doubles as a tempo-saving trick: at five mana instant it best supports midrange or control strategies that need reliable answers to big blockers or threats while still wanting the flexibility to act on opponents' end steps or combat tricks. Thematically it feels like a focused arc of lightning that burns a primary target and lets a stray spark finish off a token, which is exactly how you should use it—save it for opposing bombs or planeswalkers’ creatures, or cast it in combat to trade up while denying token generators. It’s also a solid limited pick as common removal, and in constructed it pairs nicely with token synergies (e.g., Young Pyromancer or any token-producing planeswalker) where that extra 2 damage can clean up bodies your token engine can’t block. Deckbuilding tip: run this in Rakdos or mono-red midrange lists as a flexible answer and consider it as a one-for-one stabilizer against swarm-plus-bomb strategies.

Generated using gpt-5-mini · Updated at 2026-05-16 19:20:44 UTC

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