Overview:
A high-powered storm combo deck led by Storm, Force of Nature that aims to chain together multiple spells and generate massive value through storm copies, ultimately winning through Grapeshot or commander damage with extra combat steps.
Primer:
This deck operates as a traditional storm combo deck with a unique twist provided by its commander. The early game focuses on establishing mana acceleration through rituals and efficient ramp spells while setting up card advantage engines. The deck can transition between two main paths to victory: traditional storm kills using Grapeshot (especially powerful when doubled by the commander's ability) or commander damage through extra combat steps with Seize the Day being copied multiple times.
The deck employs powerful card selection and draw effects to find key pieces, while protecting its gameplan with a suite of counterspells. Cost reducers like Goblin Electromancer and Ruby Medallion help enable explosive turns, while value engines like Thousand-Year Storm and Underworld Breach provide additional ways to generate advantage and storm count.
Weaknesses:
The deck shows vulnerability to graveyard hate, which can shut down key pieces like Past in Flames and Underworld Breach. The mana base appears slightly light for a three-color deck, which could lead to consistency issues. The deck is also particularly vulnerable to hate pieces that tax or prevent multiple spells per turn, such as Rule of Law effects.
Top 10 Most Impactful Cards:
- Underworld Breach
- Past in Flames
- Thousand-Year Storm
- Jeska's Will
- Mana Geyser
- Birgi, God of Storytelling
- Veyran, Voice of Duality
- Rhystic Study
- Fierce Guardianship
- Grapeshot
Attribute Ratings:
- Speed: 7/10
- Resilience: 6/10
- Consistency: 7/10
- Interaction: 8/10
Rating Justification:
This deck demonstrates the hallmarks of a focused competitive deck, with the ability to threaten wins around turns 5-6 through either storm combinations or commander damage. While it includes powerful interaction and card selection, it falls short of higher power levels due to its slightly inconsistent mana base and reliance on building up resources rather than executing immediate wins. It would compete well against other 7.0 decks but might struggle against more optimized lists that can consistently threaten wins a turn or two earlier.
Final power level rating: 7.0 - 7.5
Storm, Force of Nature