How to Play The Storm, Force Of Nature Commander Deck In Magic: The Gathering

Storm, Force of Nature is one of the five legendary creatures released in Magic: The Gathering's Marvel Super Drop. 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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Storm, Force of Nature is a storm commander, one that wants you to cast as many spells as possible before winning the game on one spell. What makes Storm a unique storm commander is the ability to cast any spell storm, which can very quickly snowball out of control, leaving your opponents unable to deal with it once it resolves.

The Storm, Force of Nature card will have a capital “S”, while the mechanical storm will have a lowercase “s”.

Deck list

MTG Past in Flames cards with background art.

Commander: Storm, Force of Nature

Ral, crackling intelligence

Archmage Emeritus

Birds of paradise

Birgi, the Teller God // Harnfel, Bounty Horn

Cloud of fairies

Elvish mystic

Elvish spirit guide

Eternal witness

Findhorn ointments

Goblin Anarchomancer

Goblin Electromancer

Elves of Llanowar

Memnite

Ornithopters

Phyrexian Walker

Simian Spirit Guide

Tinder Wall

Tireless Commissions

Chatterstorm

Elemental Eruption

Empty the Warrens

Faithless looting

Farseek

Gitaxic Probe

Grapeshot

Ice storm

Jeska's will

The desire of the mind

Nature's Lore

Past in Flames

Think

Order

Three visits

The beast within

Great result

Brain freeze

Brainstorm

Chaos Warp

Consider

Gear rotation

Desperate ritual

Dramatic turn

Desperate search

Into the Flood Maw

Flash

Manamorphosis

Harmful Revival

Choose

Pyretic ritual

Seething Song

Snap

Unexpected windfall

Aetherflux Reservoir

Beautiful signet

Isochron Scepter

Lotus petals

Mishra's Bauble

Sun Ring

Talisman of creativity

Talisman of Impulse

The talent of the artist

Thousand Year Storm

Underworld Breach

Cinder Glade

The command tower

Dreamroot Cascade

Exotic orchard

Fiery Isle

x5 Forest

Inland port

x5 island

The Karplus forest

x6 mountains

Mystic Sanctuary

Rejuvenating springs

The Relic Tower

Rockfall Vale

Rogue's Passage

Rootbound Crag

Shivan Reef

Storm-battered coast

Sulfur Falls

Water filled grove

Yavimaya coast

The deck list contains one planeswalker, 19 creatures, 15 sorceries, 19 instants, eight artifacts, three enchantments, and 34 countries. Since a storm deck wants to cast as many spells as possible, the deck's mana curve is extremely low.

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Key card

Storm, Force of Nature

MTG Storm, Force of Nature card with background art.

Storm, Force of Nature is the commander of the deck and is one of the best options for a storm boss out there. As long as it deals combat damage to a player, next moment or spell has storm.

If you give a spell that already has storm another instance of the storm ability, you'll basically double the number of copies. For example, if you cast four spells and cast a storm spell like Grapeshot, four copies will be created on cast. These copies resolve and then the second storm trigger goes off, giving a total of eight copies before the original spell resolves.

Because Storm, Force of Nature is pretty easy to cast, duh can provide a spellstorm to help you ramp up early in the game. To help close games you can give cards with powerful effects storm to close the game such as Flash to deal with lots of burns 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 neutraland in the case of storm, act as a way to cast a spell for free as you get back the mana you spent on them instantly.

You want to cast rituals as you prepare for a great storm to resolve. In general, they don't give you a ton of mana to make it worth casting a spell a little faster and are better suited to raising the number of storms.

Blast Furnace Artist

MTG Storm-Kiln Artist card with the art in the background.

As the name suggests, Blast Furnace Artist is a good support card for storm decks. For its magecraft ability, you will get a Treasure token on each trigger. A storm tire need a lot of mana to work with so they can cast lots of spellsso collecting Treasure tokens helps to have many ways to generate mana.

With magecraft, it is triggered by either casting or copying an instant spell or spell. If a card with storm spawns copies, each copy will trigger the magecraft ability, allowing for lots of triggers from one spell.

For spells that only cost one mana, Storm-Kiln Artist makes them mana neutralwhich allows you to basically get a free spell while being able to turn the mana used into mana of any color.

Archmage Emeritus

MTG Archmage Emeritus card with background art.

A The downside to a storm deck is that it can run out of cards in your hand very fast. This is something that Archmage Emeritus helps to correct. Its magecraft ability will draw you a card, helping to keep your hand full so you never run out.

When you play cantrips (one-mana spells that draw a card), Archmage Emeritus turns them into two-for-ones. If you ever cast a storm spell, Archmage Emeritus will draw you tons of cards as it will consider all 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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How to play the deck

MTG Thousand-Year Storm card with background art.

A Storm, Force of Nature tires want build up resources by ramping and getting mana generators onto the battlefield early to be able to cast lots of spells in just one turn. You want to wait to start building up your storm count until you have a storm payout in hand, otherwise you'll be casting spells for nothing.

Short as letting you cast spells from your graveyard are importantas they help you cast your cheap spells and rituals again to increase the number of storms. Underground Breach, Past in Flames, and Six all help achieve this by giving your spells different abilities that let you cast them from the graveyard, usually for a different cost.

You want to get permanents that quickly discount your spells on the battlefieldas it helps to cast spells more easily and to make various spells mana positive when they would otherwise be neutral. Goblin Anarchomancer, Goblin Electromancer, and The talent of the artist everyone helps them achieve this goal.

The the primary win condition for a Storm, Force of Nature deck is to win with a powerful storm enchantment. You can burn everyone out of the game with Lighting bolt in view of storm, or Grapeshot with dual storm triggers. You can also use Aetherflux Reservoir to burn players out of the game by paying 50 lives. Many storm cards can create creatures such as Elemental Eruption, Empty Warrens, and Chatterstorm, which can win the game by flooding the battlefield with so many creatures that your opponents won't be able to handle them all.

The The biggest downside to the deck is that you often have poor defense. There aren't many creatures in the deck because they would dilute your ability to storm. This can be countered by using a token creation spell to create blockers to protect you from opponents. You are likely to be targets also, due to the natural power that storm decks have, and can easily run away with the game if left unchecked.

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