
Storm, Force of Nature
The Commander
Flying, vigilance
Ceaseless Tempest — Whenever Storm deals combat damage to a player, the next instant or sorcery spell you cast this turn has storm. (When you cast it, copy it for each spell cast before it this turn. You may choose new targets for the copies.)
Guide
Gameplan
Connect with Storm in the air to grant a key instant or sorcery the Storm mechanic, then chain cheap cantrips, rituals, and burn beforehand so that the granted spell copies many times for a lethal or board-clearing finish. Early turns build mana and protect Storm; mid-game you swing and unload a hand of spells to maximize the storm count.
Strengths
- Reliable evasion (flying + vigilance) means Storm connects and attacks while still blocking
- Turns a single big spell into a one-card kill once you've cast enough cheap spells
- Temur colors give access to the best card draw, ramp, and burn for fueling storm counts
- Vigilance lets you hold up interaction and still trigger Ceaseless Tempest
Weaknesses
- Heavily commander-dependent; without Storm connecting the payoff stalls
- Vulnerable to flyers, removal, and fog effects that stop combat damage
- Needs to assemble both a high storm count and a payoff spell in the same turn
- Color identity excludes the tutoring and protection of white/black
Key Cards
- Grapeshot — The premier storm payoff—each copy hits a creature or player, scaling into a one-shot kill.
- Brain Freeze — A storm-granted mill or, more importantly, a flexible copy engine that snowballs with high counts.
- Mind's Desire — Granting storm to a free-spell engine lets you cast your whole library and explode the storm count.
- Aetherflux Reservoir — Each spell in your storm chain gains life, enabling a 50-life laser finisher.
- Thousand-Year Storm — Stacks redundant copy triggers with Ceaseless Tempest so every spell after Storm connects multiplies.
- Birgi, God of Storytelling — Generates mana per spell cast, fueling long ritual-and-cantrip chains.
Upgrade Path
Add fast mana and rituals (Sol Ring, Jeska's Will, Pyretic Ritual, Desperate Ritual) plus cheap cantrips (Manamorphose, Mystical Tutor) to push storm counts higher in a single turn. Include redundancy like Thousand-Year Storm and protection for Storm such as Heroic Intervention and Lightning Greaves, and tighten the curve so you can reliably go off by turn five or six.
Core Cards
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
Win Conditions
- ▸Storm-copied Grapeshot or burn for lethal damage
- ▸Aetherflux Reservoir life-loss laser after a long spell chain
- ▸Mind's Desire / Brain Freeze chains generating overwhelming value or a mill kill
- ▸Beatdown with an evasive Storm backed by repeated copied removal
Archetypes
- Storm Combo — Granting the storm mechanic to a payoff after a chain of cheap spells produces a single-turn kill.
- Spellslinger — Temur instants and sorceries pair with the commander's spell-centric payoff.
- Aggro-Tempo — Flying vigilance body pressures life totals while you build toward the storm turn.
- Control — Vigilance lets you defend and counter while still triggering Ceaseless Tempest on offense.
Combos
No combos found for this commander on Commander Spellbook.
Related Commanders
Same color identity (GRU), by popularity.

Miirym, Sentinel Wyrm
EDHREC #1,406

Maelstrom Wanderer
EDHREC #1,631

Animar, Soul of Elements
EDHREC #2,325

Ureni of the Unwritten
EDHREC #2,660

Surrak Dragonclaw
EDHREC #3,106

Omnath, Locus of the Roil
EDHREC #3,625

Xyris, the Writhing Storm
EDHREC #4,580

Flubs, the Fool
EDHREC #5,424

Ureni, the Song Unending
EDHREC #5,476

Eshki, Temur's Roar
EDHREC #5,587

Iroh, Grand Lotus
EDHREC #6,597

Magus Lucea Kane
EDHREC #6,622