Last updated on April 26, 2025

Tendrils of Agony | Illustration by Volkan Baga
Of the mechanics in MTG, storm is by far one of the coolest and most powerful to have ever existed.
Storm demands a deck completely built around itself, dominates the strategies of all players in the match, and has a massive reward for playing it properly. It works like no other mechanic in the game and is almost impossible to interact with, which turns every game into a race against the clock for the other players.
Letโs get right into the action!
How Does Storm Work?

Grapeshot | Illustration by Clint Cearley
Storm copies itself for each spell cast before it in a given turn, which promotes a spellslinger style of gameplay with the idea to cast a large payoff spell to win the game. There are many ways to win with storm, like milling your opponent's deck or dealing lethal damage.
Regardless of the payoff option you choose, most storm decks work exactly the same. They run a large number of cantrip spells like Ponder and Brainstorm, plenty of ritual effects like Dark Ritual or Pyretic Ritual, and usually some recursion effects to make casting upwards of 10 to 15 spells in a single turn viable, like Past in Flames, one of the strongest flashback effects in Magic. After youโve cast all your cards twice, your โstorm counterโ will be high enough that you can cast a spell with enough copies to win. That number is around 10 depending on how the game went if youโre running something like Tendrils of Agony.
Casting so many spells may seem like a lot but youโll quickly realize how easy it is if you take a look at the cards youโre playing. Cards like Manamorphose are especially good with recursion effects. You can cast it twice, be card positive, and still have two mana of any color to work with. Thatโs already +2 to your storm counter and youโre almost guaranteed to win if you can get the engine running since your entire deck is built around succeeding.
The History of Storm in MTG
The storm mechanic was first introduced in Scourge in 2003 and was most recently printed in Modern Horizons 2. It debuted on cards like Astral Steel and Sprouting Vines, which were mediocre on their own but gained value if you played them as the second or third card that turn.
Storm isnโt an evergreen mechanic, which means you wonโt see it in every single set like you do trample or haste. Itโs actually somewhat of a rare mechanic in Magic. There are currently only 26 cards with the storm mechanic, but you probably already know quite a few of them anyway.
Cards like Tendrils of Agony, Grapeshot, Galvanic Relay, Flusterstorm, Empty the Warrens, Chatterstorm, and Brain Freeze are all practically household names at this point.
Why Is Storm So Powerful?
Storm isnโt weak to any kind of counterspell except Flusterstorm. Since it doesnโt do more per previous spell and instead copies, it creates a scenario where it canโt be shut down by single-use defensive interaction. It can also be difficult to know when to use your one Counterspell.
Stormโs biggest weakness is fast decks that can kill it before it has a reasonable chance of storming off. Many storm decksโ first few turns are just playing lands, if they even draw more than one or two, and passing the turn. Storm players only โgo offโ when their back is against the wall from an aggro deck or they have enough gas to have a reasonably high chance of just winning.
Storm doesnโt interact with your opponent, it waits until it has to or can easily win so a lot of the weakness is chalked up to the luck of the draw for both players.
How Is Storm Related to the Storm Scale?
The โStorm Scaleโ is a system of measuring the likelihood a mechanic will be printed in a future Standard-legal set. The system was originally made as a joke by lead game designer Mark Rosewater but has since become a legitimate way of ranking mechanics from โevergreenโ to โnever again.โ
Things like artifact creatures or flying are ranked at โlevel 1,โ which indicates theyโre evergreen mechanics. But mechanics like cascade or storm are at the โlevel 10โ spot, basically excluding them to non-Standard-legal sets and releases.
A good example of a โlevel 5โ mechanic would be Blood tokens, which donโt have a spot outside of sets like Crimson Vow even though theyโre not necessarily broken. Thereโs also a one-of-a-kind โlevel 11โ which is exclusive to the โbands with otherโ mechanic thatโs far too complicated to explain here.
Does Storm Count Itself?
Storm specifically says that it copies itself โfor each spell cast before it this turn,โ which doesnโt include itself. When you cast a spell with storm as the first spell in a given turn it wonโt copy itself at all, it just casts once.
Does Storm Count Your Opponentโs Spells?
Storm does count your opponentโs spells as long as they were cast before the storm card on the same turn. Part of what makes storm so difficult to play around is that you end up giving the storm player an additional storm counter while denying them the extra card if you counter a cantrip, which may not always be a profitable outcome for you.
Does Storm Work with Copies?
Storm doesnโt work with copies. When you copy a spell with storm (or any other mechanic), youโre not casting more copies of the card youโre just using the ability to put more copies of the single spell onto the stack. Storm specifically reads that it creates a copy for โeach spell cast before it,โ not each spell that resolved or was copied.
Does One Storm Count Toward the Next?
The single card you cast with storm counts towards the storm count, but the X number of copies you make through storm wonโt add to the storm counter. If you were to cast a Grapeshot with storm 9, you cast nine extra copies with the storm counter moving to 10. This means that your opponent could then cast Flusterstorm and copy it 10 times, leaving them with an additional copy of the spell to direct wherever.
Does Storm Count as โCastingโ?
Copying a spell, regardless of whether itโs with storm or some other ability, doesnโt count as a โcast.โ Itโs the result of an ability, not its own casted spell. The only spell being cast when you use storm is the card with storm on it.
Does Cycling Count Towards Storm Count?
Cycling is an activated ability of a card you could cast, not the casting of the spell outright. The only things that can contribute to the storm count is the casting of spells so cycling doesnโt count.
How Can You Counter or Stop a Storm?
Since storm copies the spell youโd have to have as many counterspells as your opponent has copied spells, which is only really possible through Flusterstorm. The best way to stop a storm player from winning is to kill them before they can win.
The second-best realistic way is to use your counterspells and disruption to counter cards like Past in Flames, which gives the storm player access to tremendous card advantage. If they canโt play spells from their graveyard then it becomes much more difficult to get mana through what rituals they do have while also drawing new cards and digging for their payoff.
Are Cards with Storm Banned?
Since storm is so dependent on the rest of the deck working around it itโs a fairly โban-safeโ mechanic and build-around. It only has a few appearances on the banned and restricted list which include Chatterstorm, Empty the Warrens, and Grapeshot while Mind's Desire is restricted in Vintage.
Pauper has access to very few powerful counterspells and doesnโt typically win faster than a strong storm deck can, hence the heavy bans. It also includes many storm-enabling cards like Dark Ritual and Manamorphose, which are both legal storm-enabling cards.
How Does Thousand-Year Storm Work?
Thousand-Year Storm, one of the best Izzet enchantments, basically gives every instant and sorcery that you cast storm. While this effect isnโt too crazy for the first or second card you play in a turn, it can get out of hand very quickly once itโs put on cards that would otherwise be very weak without it since storm is so potent. Paying four mana to leech for two with Tendrils of Agony by itself is pretty awful. Itโs only the fact that it gets copied that makes it good.
But cards without storm are balanced with the mindset that theyโre played once and thatโs it. If you copy something like Alrund's Epiphany or Time Warp youโre suddenly so far ahead youโre basically just playing an โI winโ card, especially when youโre getting multiple extra copies for free.
Gallery and List of Storm Cards
- Aeve, Progenitor Ooze
- Astral Steel
- Brain Freeze
- Chatterstorm
- Crow Storm
- Dragonstorm
- Empty the Warrens
- Fiery Encore
- Flusterstorm
- Galvanic Relay
- Grapeshot
- Ground Rift
- Haze of Rage
- Hindering Touch
- Hunting Pack
- Ignite Memories
- Krosan Adaptation
- Mind's Desire
- Reaping the Graves
- Scattershot
- Spreading Insurrection
- Sprouting Vines
- Temporal Fissure
- Tendrils of Agony
- Volcanic Awakening
- Weather the Storm
- Wing Shards
Best Storm Cards
Tendrils of Agony
The most popular storm card when it comes to actual storm decks in Legacy or Vintage is Tendrils of Agony. Itโs easily cast with something like Dark Ritual or Cabal Ritual which makes it a powerful choice when it comes to the mana cost.
It also needs the lowest amount of storm to win in a normal game. Something like Brain Freeze would take a storm of about 15 to 17 to win, much higher than the Tendrilsโ count of 10.
Galvanic Relay
Galvanic Relay has seen considerable play in Pauper and is used in some Tron lists that generate storm through mana rocks like Chromatic Star.
Flusterstorm
Flusterstorm is undoubtedly the most popular and widely played storm card in every format where itโs legal, most notably cEDH. It just becomes so powerful and tricky to beat. It isnโt easily undone through Force of Will or Force of Negation, which are typically the go-to defensive options when a deck needs to tap out to cast something.
It can also counter multiple things and becomes a grave threat when the stack is getting full and a counterspell battle (or some other action) happens between opponents in a multiplayer game.
Caleb Gannon Decklist: Tron Storm in Pauper

Galvanic Relay | Illustration by Lucas Staniec
Instants (8)
Crop Rotation
Manamorphose x4
Teach by Example x2
Weather the Storm
Sorceries (20)
Abundant Harvest x4
Ancient Stirrings x2
Explore x4
Galvanic Relay x4
Kaervek's Torch x2
Land Grant x3
Rolling Thunder
Artifacts (18)
Barbed Sextant x4
Chromatic Sphere x4
Chromatic Star x4
Guild Globe x2
Prophetic Prism x4
Lands (14)
Forest x2
Urza's Mine x4
Urza's Power Plant x4
Urza's Tower x4
Sideboard (15)
Circle of Protection: Red x2
Fiery Cannonade
Flaring Pain x2
Highland Forest
Kaervek's Torch
Pyroblast x4
Rolling Thunder x2
Weather the Storm x2
Normally Iโd go with something like a Legacy or Commander storm deck to really show off the power of storm, but I think there's something to be said about this Galvanic Relay Tron list that shows up in Pauper leagues from time to time.
The deck works by generating lots of mana through the three Tron lands and using Galvanic Relay to generate huge amounts of card advantage. You then win through something like Rolling Thunder or Kaervek's Torch and your copious amount of colorless mana.
Wrap Up

Aeve, Progenitor Ooze | Illustration by Andrew Mar
Thatโs all Iโve got for you today. Iโm a huge fan of storm and writing this was incredibly fun for me.
I really hope youโve learned a lot and that Iโve answered any questions you mightโve had about Magicโs most powerful mechanic. Let me know what you think of storm and the decklist in the comments down below or in our official Draftsim Discord.
And thatโs all there is to it. Stay safe, stay healthy, and wash your hands!
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