# Hotwire Card ID: hotwire Type: Spell Cost: 2 Power Colors: green School: electric ## Printed rules Recharge a friendly Fuse ability. Give its creature Jumpstart. ## Definitions Recharge: Restore one ability charge. Does not thaw, wake, or reset attacks. A creature holds at most one charge. Fuse: A printed family tag. Wipe does not remove family membership. Jumpstart: Can attack creatures the turn it arrives, but not the enemy hero. Inspect: https://playvandal.com/decks/?card=hotwire Rules: https://playvandal.com/rules.txt