Storm, Force of Nature is a mythic rare from the Secret Lair x Marvel Superdrop, featuring the Marvel character Storm. This one’s gotten a lot of attention for its power and the possibilities it opens up.
Card
- Name: Storm, Force of Nature
- Mana Cost: {1}{G}{U}{R}
- Type: Legendary Creature — Mutant Hero
- Power/Toughness: 3/4
- Abilities:
- Flying, vigilance
- Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Why Is It Broken?
In Magic: The Gathering, “broken” means a card is incredibly powerful, often to the point of being game-defining or unbalanced. “Storm, Force of Nature” is broken because it gives storm to any instant or sorcery you cast after it deals combat damage.
The storm mechanic allows you to copy a spell for each spell cast before it in the same turn. By giving storm to a spell of your choice, “Storm, Force of Nature” can turn a small spell into a big one, into a game-ender.
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Deck Strategies, Combos, and Synergies for “Storm, Force of Nature”
Building a deck around “Storm, Force of Nature” is all about leveraging its ability to storm any instant or sorcery spell after combat damage. This means you can cast multiple spells and copy them for big results. Below is a more in depth breakdown of the strategies to make the most of the card:
1. Combat Damage – Storming
Since Storm, Force of Nature needs to deal combat damage to trigger the storm ability, making sure it connects with opponents is the top priority. While its flying already gives it a big advantage in avoiding most blockers, there are additional ways to guarantee damage every turn:
Evasion Enhancements:
- Whispersilk Cloak – Unblockable and shroud, so Storm can’t be targeted and will always deal combat damage.
- Rogue’s Passage – A land that taps to make a creature unblockable for the turn, even flying creatures.
- Key to the City – Discard a card to make a creature unblockable. This pushes damage through and enables graveyard synergies.
Combat Damage Amplifiers:
- Blade of Selves – Myriad copies of Storm trigger for each opponent, in multiplayer formats.
- Reconnaissance – Attack, deal damage, and remove Storm from combat before blockers can deal damage back, so Storm can’t be retaliated against.
2. Storming the Count – Building Up
To make the most of Storm’s ability you need to cast as many spells as possible before casting the “storm” spell. This requires a combination of cheap spells and mana acceleration to get the spell count up during one turn:
Cheap Spells (Cantrips and Utility):
- Ponder, Preordain, Brainstorm – Blue cantrips that filter your deck and count as early spells.
- Gitaxian Probe – Free spell that can be cast for {U} or 2 life, easy storm count.
- Manamorphose – Mana fixing and a card draw, essentially free in storm decks.
Mana Acceleration (Rituals):
- Seething Song – {R}{R}{R}{R}{R} for {2}{R}, big storm turns.
- Desperate Ritual – Extra red mana to chain more spells.
- Dark Ritual – Classic black mana acceleration to get to more spells faster.
- Jeska’s Will – If an opponent has a full hand this can generate a lot of red mana and allow you to exile and cast cards, to fuel the storm count more.
Mana Reduction:
- Goblin Electromancer – {1} off your instants and sorceries, so you can cast more spells per turn.
- Bergy, God of Storytelling – {R} for each spell cast, feedback loop for storm spells.
3. Storming the Finish – Closing the Game
Once you have a high storm count, it’s time to close the game. Several finishers benefit from being copied multiple times, dealing lethal damage or milling the opponent’s entire deck:
Storm Finishers:
- Grapeshot – Direct damage spell that pings any target. With a high storm count it can wipe the table or deal exact damage to each opponent.
- Brain Freeze – Mill target opponent for 3 cards per storm copy. Can mill opponents out in one turn.
- Empty the Warrens – 1/1 Goblin tokens for each storm copy, overwhelm the board.
- Tendrils of Agony – 2 life from each opponent per copy, often wins on the spot.
Other Spell Multipliers:
- Mizzix’s Mastery – Exile all instants and sorceries from your graveyard and cast them for free, big storm turn.
- Finale of Promise – Recast spells from your graveyard, double up on previously cast cantrips and rituals.
4. Combos and Synergies –
Some combinations can generate infinite storm count or create unbreakable loops and overwhelm opponents and win.
Key Combos:
- Underworld Breach + Brain Freeze + Lotus Petal – Brain Freeze mills your deck, Lotus Petal gives you recurring mana and Underworld Breach lets you recast Brain Freeze. This mills your entire deck (or opponents’ decks) for infinite storm copies.
- Thousand-Year Storm + Cheap Spells – Thousand-Year Storm duplicates spells for every spell cast before it. This with cheap instants like Ponder can storm exponentially.
- Bonus Round – Duplicates every spell cast during a turn, stacks with Storm’s ability to get value from every spell.
Synergistic Pieces:
- Isochron Scepter + Dramatic Reversal – Infinite mana with mana rocks, which can be channeled into storm spells.
- Aetherflux Reservoir – Every spell cast gains life, often infinite life if the storm count is high enough. The stored life can then be used to kill opponents.
5. Protecting the Plan – Protecting Your Game
Counters and Disruption:
- Swan Song – Cheap counter to protect important spells from interaction.
- Flusterstorm – Counter that scales with the storm count, often protects your entire combo from disruption.
- Veil of Summer – Protects your spells and draws a card if opponents try to disrupt you with blue or black spells.
Recursion and Recovery:
- Past in Flames – Flashback to all instants and sorceries in your graveyard, so you can rebuild if disrupted.
- Yawgmoth’s Will – Recast spells from the graveyard, second chance at a storm turn.
Final Thoughts
“Storm, Force of Nature” is a fun and powerful option for storm players. Its ability to give storm to any instant or sorcery spell gives you flexibility and bang for your buck, and lots of combo and synergy opportunities. Just be sure to build and play smart.