Magic the Gathering's multiverse is full of immensely powerful mages. Ranging from immortal soldiers to spirit dragons, silver golems to would-be-gods, massive and incredible displays of magic are fairly commonplace.
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This sheer magical talent is perhaps best represented in the game's Storm mechanic. So controversial the ranking of how likely mechanics were to return was named after it, Storm has nonetheless crept back into the game in recent years. But what is Storm, and how can you use it?
Storm is a triggered ability that triggers when a spell with the Storm keyword is cast. When a Storm spell is cast, you copy the spell a number of times equal to the number of spells cast before it in the turn. Storm doesn't care about who cast the spell, only if one was cast.
For instance, say you've had a particularly hectic turn and lots of players have cast lots of spells. In total, five spells were cast. Then, you play a Chatterstorm, which has Storm. When the spell is cast, Storm triggers and makes five more copies of Chatterstorm, one for each spell cast before it.
Copied spells work slightly different to spells you cast from your hand. Copies aren't cast, they're simply put onto the stack as if they had been – this means that future Storm spells won't count the copies of previous ones for their Storm counts. In our Chatterstorm example, if you then cast an Empty the Warrens, you'd have a Storm count of six and make six extra copies of Empty the Warrens.
If a spell with Storm allows you select a target, you can pick new targets for each Storm copy (this is why Grapeshot is a completely viable win condition for lots of Storm decks, as you can pick a different player or
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