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  1. Commander Nexus
  2. Archetypes
  3. Storm
Storm artwork

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.

Find these cards in the app Commanders with this archetype

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

StormStorm decks build up to one huge turn. They cast a long chain of cheap spells, using rituals (spells that add mana) to keep going, and finish with a spell that counts every spell cast before it that turn.Open the full glossaryCastTo cast a spell is to put it on the stack and pay its cost, usually from your hand. Playing a land is not casting, and a copy of a spell is not cast either.Open the full glossaryRitualA cheap spell that gives you more mana than it costs, for this turn only. Dark Ritual costs one black mana and adds three. Rituals let you cast something big early or fit more spells into one big turn.Dark RitualOpen 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.CounterspellOpen 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.Llanowar ElvesOpen the full glossary