Erratic InsightR
Instant (C)
Discard a card, then draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Double Edge Lightning 1R
Sorcery (U)
CARDNAME deals 2 damage to target creature and 1 damage to you.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Peak A LotU
Instant (C)
Target player reveals his or her hand.
Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Restrained Draw Spell2U
Instant (C)
Draw a card, then discard until you have three cards in hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Storm SpikeU
Instant (C)
Counter target spell unless its controller puts the top two cards of his or her library into his or her graveyard.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Another Storm Bounce1U
Sorcery (U)
Each player returns a non-land permanent he or she controls to its owner's hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Twiddle Storm3UU
Instant (R)
You may tap or untap target artifact, creature, or land.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Shock Storm4RR (previously 3RR)
Instant (R)
Shock Storm deals 2 damage to target creature or player.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Nonsense Storm3RR
Sorcery (M)
Each player exiles the top card of his or her library. That player may play that spell as though it was in his or her hand without paying its mana cost.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Drake Storm4UU
Sorcery (M)
Create a 2/2 blue drake creature token with flying.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
"Now what am I going to do with all of these?"
Bonus: Land Storm Out of the Woodwork1G
Instant (C)
Create a 1/1 green insect token.
Land Storm (When you cast this spell, copy it for each land that entered the battlefield under your control this turn. You may choose new targets for the copies.)
Woodwork StrengthG
Instant (C)
Target creature gets +2/+2 until end of turn.
Land Storm (When you cast this spell, copy it for each land that entered the battlefield under your control this turn. You may choose new targets for the copies.)
Double-edge lightning would probably see modern play, since it's potentially a many-for-one at two mana. Any of the various instants-and-sorceries-matter deck flavors that like running lots of cantrips would love this card. Hard for me to say if it'd be too strong though since I'm not too much into modern and not sure how prevalent that archetype is.
Erratic Insight might be overly strong even outside of combo due to its 1-mana cost since it lets you selectively dump a whole bunch of stuff into your graveyard, dig very deep into your library for answers/combo pieces, and can run off of your opponent's spells since it's an instant (making it stronger in legacy where more spells get played even by non-storm decks).
Shock Storm is Tendrils of Agony at instant speed for 1 more mana, probably a no-go.
Twiddle Storm is probably okay? It depends on if there are any no-mana tap effects out there strong enough to make it worthwhile.
Nonsense Storm is hilarious, and probably only scary because it builds your storm count further.
Drake Storm might be okay just on account of the drakes not having haste and not winning it for you the same turn they hit the battlefield, unlike Dragonstorm.
The Land Storm cards are maybe fine? You can get quite a few lands onto the battlefield potentially. Out of the Woodwork seems not-particularly-strong compared to Beacon of Creation, but Woodwork Strength is pretty much strictly better than Groundswell, and by a lot. Also you may want to word it to also trigger off of opponents' lands entering to be consistent with how normal storm works.
Also Nivmagus Elemental is a thing, so all of the 1-mana and 2-mana storm cards could potentially be concerning in modern.
Erratic Insight is the most broken enabler I've ever seen. With Past in Flames in your deck this reads R, draw a card; Storm.
Double Edge Lightning, this right here is a not broken storm card, it can theoretically win you the game with some weird shenanigans of Stuffy Doll and Pariah but you deserve that win. And its still good on its own because it can kill a lot of creatures.
Peak A Lot, I think this would be played but its very weird. So its at a good spot.
Restrained Draw Spell, this is the second most broken enabler I've ever seen for Storm. Only beaten by Erratic Insight.
Storm Spike , another weird one that sits at an interesting power level. I do wonder if it would be used as a self-mill strategy.
Another Storm Bounce, a fair looking card that will be used in the most unfair ways imaginable. Probably broken as heck.
Twiddle Storm, a broken effect hiding at a crippling mana cost. It is a worrisome card but probably at the right spot.
Shock Storm, does Ad Nauseam Tendrils really need an instant speed finisher?
Nonsense Storm, for when the game needs to end right now but you don't really care who wins? I assume you're using turn order to determine order for casting, or did you mean to add an 'until end of turn' clause on the cast?
Drake Storm, a more expensive, more powerful Empty the Warrens. I mean if you don't think Empty is broken you won't think this one is either.
Out of the Woodwork , assuming fetchlands(because that's the least you could do) this is a stronger Raise the Alarm with potential to go even higher. Probably over the top.
Woodwork Strength, because Groundswell is unplayable jank right?
EI - If you're saying past in flames is broken, I suppose it is.
DEL - Yeah, you can 2 or 3 for 1.. with some pain. I don't see this as much more significant than pyroclasm... but I could see upping the cost to 2R just in case.
PA - It's tempting to make a "draw a card" storm card; this is not that. You can Scry a lot, but it's mostly harmless.
RDS - At most you get 3 cards from this and get to loot a lot. That doesn't win games, and Storm is "broken" when it wins games. Comboing Storm to find your OTHER COMBO is insane.
SSpike - No one is going to use this to self mill; there are more reliable ways. And your opponent can just let you counter their spell. It's quite bad actually...
Another Storm Bounce - It needs testing; but Storm is best when it's winning you the game; this doesn't do that.
Shock Storm - Pretty sure Ad Nauseam's to blame for that.
Nonsense Storm - It's Mind's Desire for 1 less in red. If this was a test, you'd all be failing it. In all seriousness; Mind's Desire is super fun so I was thinking about a "balanced" version; no shuffling to avoid time issues; making it symmetrical to raise the stakes. There's some playtesting that needs to be done, but it's fun.
These cards are either super OP or they are too weak, depending on context.
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Erratic Insight looks like a very nice card and its overall totally fine (and i could see they printing such a card).
In normal magic storm ~2 is already hard to archive and this makes the card just about right for limited.
Ofcourse, in a combo deck, this becomes much better, as it suddenly cycles about 5+ cards and becomes a hell of a engine.
Should absolutely be a sorcery. Ofcourse instant seems like a nice deal for pretty much any storm card, but almost all of them should be sorcery speed.
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Storm Spike
This never really does what its supposed to do. It will mill cards and never really counter something, So its just a way more convoluted Brain Freeze , which was a very real card in limited (especially in multiples).
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If the effect doesnt do enough, like scry 1, or doesnt do anything at all in muliples, like Peek, then its a terrible storm card.
Among the best storm cards are cards that work with storm ~2 and produce an effect that is at least somehow usefull even without storm at all.
The classic finisher storm cards that hit players produce almost no real fun game and they are doomed to be combo cards or have no use at all.
----
The best storm card design wise i would say is Flusterstorm , because it uses the Storm mechanic to make a card that can counter multiple spells and produces multiple copies that make it harder to counter back (so its a neat tricky way to make a "can't be countered" effect).
And its a very elegant card in a result, that also works very well as a 1 mana counterspell.
Erratic Insight R
Sorcery (C)
Discard a card. If you do, draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
So you actually have to discard a card to get a card.
I feel this has to be sorcery to go along all the other red looting effects which are sorcery speed.
Its cheap enough that you can cast this + another spell to get yourself a Tormenting Voice and with more storm, it becomes bigger, so its fine in limited.
Combo decks can stretch this further, its overall still weaker than Faithless Looting as it doesnt have flashback.
But with Past in Flames this becomes more attractive and this works also good in a dredge deck, as its a very cheap turn 1 option to dredge right away (and maybe get some extra storm with cheap/free spells to get it large).
So in these kinds of decks this would be a very real card (hardly broken, but anything that works in storm/dredge is somewhat broken).
This is the card i like the most and i could see being printed in a real set if they ever would print storm again , this would also enable interactions with madness and it does a nice job as it is across the board as a common rarity.
Erratic Insight looks like a very nice card and its overall totally fine (and i could see they printing such a card).
In normal magic storm ~2 is already hard to archive and this makes the card just about right for limited.
Ofcourse, in a combo deck, this becomes much better, as it suddenly cycles about 5+ cards and becomes a hell of a engine.
It can help you dig for your combo piece... sure... but even at 5 it's not much better than impulse.
Should absolutely be a sorcery. Ofcourse instant seems like a nice deal for pretty much any storm card, but almost all of them should be sorcery speed.
I've got to disagree here; it leaves you with the same number of cards in hand. Playing this at the end of an opponent's turn to dig for an answer is a fair constructed use.
This never really does what its supposed to do. It will mill cards and never really counter something, So its just a way more convoluted Brain Freeze , which was a very real card in limited (especially in multiples).
Ah, but this is brain freeze they can "counter" by letting it counter their spell. As a counterspell, it's quite odd. As a self-mill card, it's clunky.
If the effect doesnt do enough, like scry 1, or doesnt do anything at all in muliples, like Peek, then its a terrible storm card.
Actually, this is interesting unexplored Storm design space - "moderate storm" cards that top out at low storm counters. Still, my thought was this might be a neat little multiplayer card.
The best storm card design wise i would say is Flusterstorm , because it uses the Storm mechanic to make a card that can counter multiple spells and produces multiple copies that make it harder to counter back (so its a neat tricky way to make a "can't be countered" effect).
If Flutterstorm had been a 1Uforce spike, I'd be with you. It's "instant or sorcery" clause is clunky at best.
Erratic Insight R
Sorcery (C)
Discard a card. If you do, draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
"If you do" makes this terrible. If you have no spells in hand, this should net you a card. If it nets you an instant you can play while the other copies are on the stack - all the better.
I feel this has to be sorcery to go along all the other red looting effects which are sorcery speed.
Storm at Sorcery speed means you need to do the storming; Storm at instant speed means you can respond to your opponent. Instant gives more options, and in terms of a card like this, having the ability to dig for an answer is quite useful.
Its cheap enough that you can cast this + another spell to get yourself a Tormenting Voice and with more storm, it becomes bigger, so its fine in limited.
As written, the card is card disadvantage except in weird situations; it's never a tormenting voice.
In any case, let's try some more storm cards:
Earth Storm1GG
Sorcery (U)
Reveal the top card of your library until you reveal a land card. Put that card onto the battlefield tapped, and the remaining cards on the bottom of your library in any order.
Storm
Dagger Storm2B
Instant (U)
Target creature gets -1/-1 until end of turn.
Storm
Faith Storm1WW
Instant (U)
Gain 2 life, then choose an opponent. If you control less creatures than that opponent, create a 2/2 white human knight token with first strike.
Storm
Doppel Storm2UR
Instant (R)
Create a token that's a copy of target creature. It gains haste until end of turn. At the end of turn, exile it.
Storm
Counter Storm1U
Sorcery (C)
Choose target permanent. For each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
Storm
Population Explosion2W
Sorcery (C)
Populate
Storm
Greed Storm4BB
Instant (R)
Target player draw a card and loses 2 life.
Storm
Private Mod Note
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Instant (C)
Discard a card, then draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Double Edge Lightning 1R
Sorcery (U)
CARDNAME deals 2 damage to target creature and 1 damage to you.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Peak A Lot U
Instant (C)
Target player reveals his or her hand.
Scry 1
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Restrained Draw Spell 2U
Instant (C)
Draw a card, then discard until you have three cards in hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Storm Spike U
Instant (C)
Counter target spell unless its controller puts the top two cards of his or her library into his or her graveyard.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Another Storm Bounce 1U
Sorcery (U)
Each player returns a non-land permanent he or she controls to its owner's hand.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Twiddle Storm 3UU
Instant (R)
You may tap or untap target artifact, creature, or land.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Shock Storm 4RR (previously 3RR)
Instant (R)
Shock Storm deals 2 damage to target creature or player.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Nonsense Storm 3RR
Sorcery (M)
Each player exiles the top card of his or her library. That player may play that spell as though it was in his or her hand without paying its mana cost.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Drake Storm 4UU
Sorcery (M)
Create a 2/2 blue drake creature token with flying.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
"Now what am I going to do with all of these?"
Bonus: Land Storm
Out of the Woodwork 1G
Instant (C)
Create a 1/1 green insect token.
Land Storm (When you cast this spell, copy it for each land that entered the battlefield under your control this turn. You may choose new targets for the copies.)
Woodwork Strength G
Instant (C)
Target creature gets +2/+2 until end of turn.
Land Storm (When you cast this spell, copy it for each land that entered the battlefield under your control this turn. You may choose new targets for the copies.)
Erratic Insight might be overly strong even outside of combo due to its 1-mana cost since it lets you selectively dump a whole bunch of stuff into your graveyard, dig very deep into your library for answers/combo pieces, and can run off of your opponent's spells since it's an instant (making it stronger in legacy where more spells get played even by non-storm decks).
Shock Storm is Tendrils of Agony at instant speed for 1 more mana, probably a no-go.
Twiddle Storm is probably okay? It depends on if there are any no-mana tap effects out there strong enough to make it worthwhile.
Nonsense Storm is hilarious, and probably only scary because it builds your storm count further.
Drake Storm might be okay just on account of the drakes not having haste and not winning it for you the same turn they hit the battlefield, unlike Dragonstorm.
The Land Storm cards are maybe fine? You can get quite a few lands onto the battlefield potentially. Out of the Woodwork seems not-particularly-strong compared to Beacon of Creation, but Woodwork Strength is pretty much strictly better than Groundswell, and by a lot. Also you may want to word it to also trigger off of opponents' lands entering to be consistent with how normal storm works.
Also Nivmagus Elemental is a thing, so all of the 1-mana and 2-mana storm cards could potentially be concerning in modern.
- Rabid Wombat
Twiddle Storm probably makes a lot of mana... but you need something else to finish them off. So it should be fine.
Nonsense Storm is almost certainly in your favor.... but yeah.
And yes, Drakestorm is very much "but my opponent will wrath"... then again, quicken.
Double Edge Lightning, this right here is a not broken storm card, it can theoretically win you the game with some weird shenanigans of Stuffy Doll and Pariah but you deserve that win. And its still good on its own because it can kill a lot of creatures.
Peak A Lot, I think this would be played but its very weird. So its at a good spot.
Restrained Draw Spell, this is the second most broken enabler I've ever seen for Storm. Only beaten by Erratic Insight.
Storm Spike , another weird one that sits at an interesting power level. I do wonder if it would be used as a self-mill strategy.
Another Storm Bounce, a fair looking card that will be used in the most unfair ways imaginable. Probably broken as heck.
Twiddle Storm, a broken effect hiding at a crippling mana cost. It is a worrisome card but probably at the right spot.
Shock Storm, does Ad Nauseam Tendrils really need an instant speed finisher?
Nonsense Storm, for when the game needs to end right now but you don't really care who wins? I assume you're using turn order to determine order for casting, or did you mean to add an 'until end of turn' clause on the cast?
Drake Storm, a more expensive, more powerful Empty the Warrens. I mean if you don't think Empty is broken you won't think this one is either.
Out of the Woodwork , assuming fetchlands(because that's the least you could do) this is a stronger Raise the Alarm with potential to go even higher. Probably over the top.
Woodwork Strength, because Groundswell is unplayable jank right?
DEL - Yeah, you can 2 or 3 for 1.. with some pain. I don't see this as much more significant than pyroclasm... but I could see upping the cost to 2R just in case.
PA - It's tempting to make a "draw a card" storm card; this is not that. You can Scry a lot, but it's mostly harmless.
RDS - At most you get 3 cards from this and get to loot a lot. That doesn't win games, and Storm is "broken" when it wins games. Comboing Storm to find your OTHER COMBO is insane.
SSpike - No one is going to use this to self mill; there are more reliable ways. And your opponent can just let you counter their spell. It's quite bad actually...
Another Storm Bounce - It needs testing; but Storm is best when it's winning you the game; this doesn't do that.
Shock Storm - Pretty sure Ad Nauseam's to blame for that.
Nonsense Storm - It's Mind's Desire for 1 less in red. If this was a test, you'd all be failing it. In all seriousness; Mind's Desire is super fun so I was thinking about a "balanced" version; no shuffling to avoid time issues; making it symmetrical to raise the stakes. There's some playtesting that needs to be done, but it's fun.
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Erratic Insight looks like a very nice card and its overall totally fine (and i could see they printing such a card).
In normal magic storm ~2 is already hard to archive and this makes the card just about right for limited.
Ofcourse, in a combo deck, this becomes much better, as it suddenly cycles about 5+ cards and becomes a hell of a engine.
Should absolutely be a sorcery. Ofcourse instant seems like a nice deal for pretty much any storm card, but almost all of them should be sorcery speed.
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Storm Spike
This never really does what its supposed to do. It will mill cards and never really counter something, So its just a way more convoluted Brain Freeze , which was a very real card in limited (especially in multiples).
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If the effect doesnt do enough, like scry 1, or doesnt do anything at all in muliples, like Peek, then its a terrible storm card.
Among the best storm cards are cards that work with storm ~2 and produce an effect that is at least somehow usefull even without storm at all.
The classic finisher storm cards that hit players produce almost no real fun game and they are doomed to be combo cards or have no use at all.
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The best storm card design wise i would say is Flusterstorm , because it uses the Storm mechanic to make a card that can counter multiple spells and produces multiple copies that make it harder to counter back (so its a neat tricky way to make a "can't be countered" effect).
And its a very elegant card in a result, that also works very well as a 1 mana counterspell.
----
Maybe a little bit changed:
Wording in like Academy Raider
Erratic Insight R
Sorcery (C)
Discard a card. If you do, draw a card.
Storm (When you cast this spell, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
So you actually have to discard a card to get a card.
I feel this has to be sorcery to go along all the other red looting effects which are sorcery speed.
Its cheap enough that you can cast this + another spell to get yourself a Tormenting Voice and with more storm, it becomes bigger, so its fine in limited.
Combo decks can stretch this further, its overall still weaker than Faithless Looting as it doesnt have flashback.
But with Past in Flames this becomes more attractive and this works also good in a dredge deck, as its a very cheap turn 1 option to dredge right away (and maybe get some extra storm with cheap/free spells to get it large).
So in these kinds of decks this would be a very real card (hardly broken, but anything that works in storm/dredge is somewhat broken).
This is the card i like the most and i could see being printed in a real set if they ever would print storm again , this would also enable interactions with madness and it does a nice job as it is across the board as a common rarity.
WUBRG#BlackLotusMatterWUBRG
👮👮👮 #BlueLivesMatter 👮👮👮
In other words, they're storm cards. Storm cards should be "fair" at a Storm count of 2, and broken at anything more than 5.
It can help you dig for your combo piece... sure... but even at 5 it's not much better than impulse.
I've got to disagree here; it leaves you with the same number of cards in hand. Playing this at the end of an opponent's turn to dig for an answer is a fair constructed use.
Ah, but this is brain freeze they can "counter" by letting it counter their spell. As a counterspell, it's quite odd. As a self-mill card, it's clunky.
Actually, this is interesting unexplored Storm design space - "moderate storm" cards that top out at low storm counters. Still, my thought was this might be a neat little multiplayer card.
I don't know about you, but playing Mind's Desire was always kind of fun.
If Flutterstorm had been a 1U force spike, I'd be with you. It's "instant or sorcery" clause is clunky at best.
Force Spike is elegant; Flutterstorm is "it would be too good worth elegant wording, let's make a restriction..."
"If you do" makes this terrible. If you have no spells in hand, this should net you a card. If it nets you an instant you can play while the other copies are on the stack - all the better.
Storm at Sorcery speed means you need to do the storming; Storm at instant speed means you can respond to your opponent. Instant gives more options, and in terms of a card like this, having the ability to dig for an answer is quite useful.
As written, the card is card disadvantage except in weird situations; it's never a tormenting voice.
In any case, let's try some more storm cards:
Earth Storm 1GG
Sorcery (U)
Reveal the top card of your library until you reveal a land card. Put that card onto the battlefield tapped, and the remaining cards on the bottom of your library in any order.
Storm
Dagger Storm 2B
Instant (U)
Target creature gets -1/-1 until end of turn.
Storm
Shatter Cloud 1R
Instant (U)
Destroy target artifact.
Storm
Faith Storm 1WW
Instant (U)
Gain 2 life, then choose an opponent. If you control less creatures than that opponent, create a 2/2 white human knight token with first strike.
Storm
Doppel Storm 2UR
Instant (R)
Create a token that's a copy of target creature. It gains haste until end of turn. At the end of turn, exile it.
Storm
Counter Storm 1U
Sorcery (C)
Choose target permanent. For each kind of counter on target permanent, put another counter of that kind on it or remove one from it.
Storm
Population Explosion 2W
Sorcery (C)
Populate
Storm
Greed Storm 4BB
Instant (R)
Target player draw a card and loses 2 life.
Storm