Magic: The Gathering - Storm, Force Of Nature Commander Deck Guide
Storm, Force of Nature is one of the five legendary creatures released in Magic: The Gathering's Marvel Superdrop. This Secret Lair features five different drops with each one built around a mechanically unique hero with cards that can be included in their respective Commander decks.
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Posts By Paul DiSalvoStorm, Force of Nature is a storm commander, one that wants you to cast as many spells as possible before winning the game off of one spell. What makes Storm a unique storm commander is the ability to give any spell storm, which can very quickly snowball out of control and make your opponents unable to handle it once it resolves.
The card Storm, Force of Nature will have a capital "S," while the mechanic storm will have a lowercase "s."
Decklist
Commander: Storm, Force of Nature
Ral, Crackling Wit
Archmage Emeritus
Birds of Paradise
Birgi, God of Storytelling // Harnfel, Horn of Bounty
Cloud of Faeries
Elvish Mystic
Elvish Spirit Guide
Eternal Witness
Fyndhorn Elves
Goblin Anarchomancer
Goblin Electromancer
Llanowar Elves
Memnite
Ornithopter
Phyrexian Walker
Simian Spirit Guide
Tinder Wall
Tireless Provisioner
Chatterstorm
Elemental Eruption
Empty the Warrens
Faithless Looting
Farseek
Gitaxian Probe
Grapeshot
Ice Storm
Jeska's Will
Mind's Desire
Nature's Lore
Past in Flames
Ponder
Preordain
Three Visits
Beast Within
Big Score
Brain Freeze
Brainstorm
Chaos Warp
Consider
Crop Rotation
Desperate Ritual
Dramatic Reversal
Frantic Search
Into the Flood Maw
Lightning Bolt
Manamorphose
Noxious Revival
Opt
Pyretic Ritual
Seething Song
Snap
Unexpected Windfall
Aetherflux Reservoir
Arcane Signet
Isochron Scepter
Lotus Petal
Mishra's Bauble
Sol Ring
Talisman of Creativity
Talisman of Impulse
Artist's Talent
Thousand-Year Storm
Underworld Breach
Cinder Glade
Command Tower
Dreamroot Cascade
Exotic Orchard
Fiery Islet
x5 Forest
Hinterland Harbor
x5 Island
Karplusan Forest
x6 Mountain
Mystic Sanctuary
Rejuvenating Springs
Reliquary Tower
Rockfall Vale
Rogue's Passage
Rootbound Crag
Shivan Reef
Stormcarved Coast
Sulfur Falls
Waterlogged Grove
Yavimaya Coast
The decklist contains one planeswalker, 19 creatures, 15 sorceries, 19 instants, eight artifacts, three enchantments, and 34 lands. Since a storm deck wants to cast as many spells as possible, the mana curve of the deck is extremely low.
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Storm, Force Of Nature
Storm, Force of Nature is the commander of the deck and is one of the best options for a storm commander out there. So long as it deals combat damage to a player, the next instant or sorcery spell has storm.
If you give a spell that already has storm another instance of the storm ability, you will essentially double the number of copies. For example, if you cast four spells and cast a spell with storm such as Grapeshot, four copies will be created on-cast. Those copies are resolved and then the second storm trigger goes off, casting a total of eight copies before the original spell resolves.
Since Storm, Force of Nature is fairly easy to cast, you can give a utility spell storm to help ramp you early in the game. To help close out games, you can give cards with powerful effects storm to close out the game such as Lightning Bolt to deal a ton of burn damage or Ice Storm to destroy your opponents' lands.
Rituals
A ritual is a spell that gives you mana equal to or greater than the amount of mana used to cast it. They are either mana-positive or neutral, and in the case of storm, act as a way to cast a spell for free since you get the mana you spent on them back right away.
You want to be casting rituals when you are getting ready for a big storm spell to resolve. Generally, they do not give you a ton of mana that makes it worth casting to cast a spell slightly quicker and are better suited for raising your storm count.
Storm-Kiln Artist
As the name might imply, Storm-Kiln Artist is a great support card for storm decks. For its magecraft ability, you will get a Treasure token on each trigger. A storm deck needs a lot of mana to work with so they can cast a ton of spells, so amassing Treasure tokens helps to have a lot of ways to generate mana.
With magecraft, it will trigger by either the casting or copying of an instant or sorcery spell. If a card with storm creates copies, each copy will trigger the magecraft ability, allowing for a ton of triggers off of one spell.
For spells that only cost one mana, Storm-Kiln Artist makes them mana-neutral, allowing you to essentially get a free spell cast while being able to turn the mana used into mana of any color.
Archmage Emeritus
A downside of a storm deck is it can run out of cards in hand very quickly. This is something that Archmage Emeritushelps to rectify. Its magecraft ability will draw you a card, which helps keep your hand full so you never run out of steam.
When you're playing cantrips (one-mana spells that draw a card), Archmage Emeritus turns them into a two-for-one. If you ever cast a spell with storm, Archmage Emeritus will draw you a ton of cardssince it'll consider all the copies for its magecraft ability. This helps you have a full hand even if you don't win on the turn you storm off to try again the next turn.
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A Storm, Force of Nature decks wants to build up resources through ramping and getting mana generators onto the battlefield early to be able to cast a ton of spells in just one turn. You want to wait to start getting your storm count up until you have a storm payoff in hand, otherwise you're casting spells for nothing.
Cards that let you cast spells from your graveyard are important, as they help you to cast your cheap spells and rituals again to raise your storm count. Underground Breach, Past in Flames, and Six all help to achieve this by giving your spells various abilities that let you cast them from the graveyard, usually for another cost.
You want to get permanents that discount your spells on the battlefield quickly, as it helps to cast spells easier and to make various spells mana positive when they would be neutral otherwise. Goblin Anarchomancer, Goblin Electromancer, and Artist's Talent all help them achieve this goal.
The primary win condition of a Storm, Force of Nature deck is to win with a powerful storm spell. You can burn everyone out of the game with Lighting Bolt given storm, or Grapeshot with double storm triggers. You can also use Aetherflux Reservoir to burn players out of the game by paying 50 life. A lot of storm cards can create creatures such as Elemental Eruption, Empty the Warrens, and Chatterstorm, which can win the game by flooding the battlefield with so many creatures your opponents won't be able to handle them all.
The biggest downside of the deck is you are often low on defenses. There aren't a lot of creatures in the deck as they would dilute your ability to storm. This can be counteracted by using a token creation spell to create blockers to keep yourself safe from opponents. You will likely be targeted as well, due to the natural power that storm decks have, and can easily run away with the game if left unchecked.
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