Storm
decks build up to one huge turn. They a long chain of cheap spells, using (spells that add mana) to keep going, and finish with a spell that counts every spell cast before it that turn.
- KindArchetype
- Cards91
An archetype is a whole game plan: the way a deck tries to win.
How it plays
For most of the game a deck does very little: it draws cards, makes mana and waits. Then, in one turn, it a long chain of cheap spells, using (spells that add mana) to pay for the next spell, and finishes with a spell that counts every spell cast before it that turn.
How it wins
The finishing spell is copied once for each spell before it, so the tenth spell of the turn happens ten times. Enough copies of a damage spell end the game for the whole table at once.
What beats it
One on the finishing spell wastes the whole turn, and cards that make spells cost more mana stop the chain before it starts. players usually hold the big turn until the table is out.
If this is your first deck
Not the first deck to build: a turn means tracking mana, spell counts and copies all at once. It is a great second deck once combat feels easy.
Commanders to Start With
The most played commanders where Storm is one of their two main plans, in order from EDHREC, a site that counts the Commander decks players post online.
Example Cards
Open the full glossaryCounterspellA spell whose job is to counter another spell: it stops that spell while it is still on the stack, so it does nothing and goes to the graveyard. The name comes from the card Counterspell, the classic example.
Open the full glossaryTappedTurned sideways to show that it has been used for mana, to attack or to pay a cost. It stays that way until it untaps.
Open the full glossary