Three Decks In One?! | $100 Budget Storm, Force of Nature Deck Tech | BRBMTG

Storm, Force of Nature | Illustrated by Magali Villeneuve
Lightning Bolt | Illustrated by Christopher Moeller
Hey, nerds! Wizards announced some of the new Marvel cards coming in a Secret Lair drop, and one of these sparked my interest: Storm, Force of Nature
The basic idea is you have a core of cards, then you swap out some number of them each game. This is great if you're like me and have trouble cutting cards from decks or want to lean hard into a theme. I did a similar deck tech featuring The Ninth Doctor
The Core
Let's kick things off with the core cards of the deck. These are the 80 that won't be changing between games. The idea with these was to include cheap spells to increase our storm count and provide value if cast them with storm. Cantrips, such as Gitaxian Probe
If we can get Storm to hit with double strike, our spells will have storm twice. We can also cast an instant in between the first instant of damage and the second, so Temur Battle Rage
While most of these cards will be pretty standard, I want to highlight one: Prologue to Phyresis
Storm, Force of Nature - Core
View on ArchidektCommander (1)
Instants (21)
Artifacts (4)
Enchantments (1)
Lands (37)
- 1 Cinder Glade
- 1 Command Tower
- 1 Dreamroot Cascade
- 1 Exotic Orchard
- 1 Fiery Islet
- 8 Forest
- 1 Frontier Bivouac
- 1 Hanweir Battlements
- 6 Island
- 1 Karplusan Forest
- 6 Mountain
- 1 Rockfall Vale
- 1 Rootbound Crag
- 1 Shivan Reef
- 1 Stormcarved Coast
- 1 Temple of Abandon
- 1 Temple of Epiphany
- 1 Temple of Mystery
- 1 Waterlogged Grove
- 1 Yavimaya Coast
Sorceries (10)
The Burn Module
Let's kick things off with the burn package. You'll notice some crowd favorites, like Grapeshot
I also added six creatures and an enchantment to this pile. They keep the curve low and provide additional chip damage throughout the game. Bonecrusher Giant
Storm, Force of Nature - Burn Module
View on ArchidektInstants (10)
Creatures (6)
Sorceries (3)
Enchantments (1)
The Mill Module
Next, up is the mill module. This one was actually pretty easy to put together. I added 19 instants and sorceries that can mill... and Ruin Crab
The Token Module
Our final module is tokens. I've always loved the idea of playing a creature-based spellslinger deck that uses tokens to win the game, and some of the token generation already has storm such as Elemental Eruption
Giving storm to spells not designed for it can be incredibly broken, especially with extra turn spells, and while I didn't make an extra turn module, which could be cool, Alrund's Epiphany
Storm, Force of Nature - Token Module
View on ArchidektInstants (3)
Enchantments (1)
Creatures (5)
Planeswalkers (1)
Other Module Options
There were a few other ideas I wanted to build modules for, but I didn't think there was enough support or they were too salt-inducing, like extra turns, extra combats, and land destruction. Casting Relentless Assault
If you're looking for a less salt-inducing option with plot and foretell cards. You could try Jace Reawakened
Upgrades
There are some great upgrades if you're looking to spend some more money. I wanted to add Bria, Riptide Rogue
Other Fun Cards & Ideas
I also asked my community what cards they thought would be fun to add and wanted to share some of them here.
Chandra's Fury
Arcbond
Cerebral Vortex
Doppelgang
Make Your Own Luck
Worldsoul's Rage
Molten Psyche
Storm King's Thunder
Guided Passage
Hew the Entwood