All of History, All at Once
Storm has always been a spell-count payoff, and it has almost always attached to something that ends games: a damage source, a token generator, a mana burst, a mill engine. This one attaches to nothing of the sort. It attaches to Time Travel, an ability whose entire purpose is to nudge time counters up or down, which means the storm copies here are copies of a manipulation, not a threat. Each copy lets you add or remove a counter for every suspended card you own and every permanent you control carrying a time counter, so the payoff scales not with how much damage you can stack but with how much of the board is already sitting in temporal limbo. That is a strange and narrow thing to build a storm count toward. The design reads as an intersection of two mechanics that rarely share a deck: suspend-style cards that want their counters ticked down fast, and Vanishing-style permanents you would rather keep around by ticking counters back up. A single cast rewinds or fast-forwards your whole temporal apparatus at once; a stormed-up cast does it in bulk. It is the rare storm spell where the interesting question is not "how many copies" but "what am I copying it onto," because without a suspend-and-time-counter shell to point the counters at, the copies resolve into nothing at all.



