Comet Storm
Where a plain X-burn spell forces all its damage onto one face or one creature, this one splits it. Multikicker buys extra targets, one per kick, and X then applies to every chosen target at full value. That decoupling is the whole trick: the you pay per kick widens the spell while X sets the per-target damage, and the two costs scale independently. A late-game pile of mana resolves as one enormous bolt or as a board-clearing fan of mid-sized hits, decided as you build the spell on the stack rather than when you built the deck. The math stays steep because X pays out across every target you add, so going wide demands you fund both a high X and a kick for each face you want to reach; that pressure keeps it out of the cheap-symmetrical-sweeper bracket and reroutes it toward decks that can generate genuinely absurd mana. Instant speed is the underrated half: you choose how many kicks to pay and which creatures and players to point at as you cast, so the spell can sit in hand until combat math or a stack interaction tells you whether you want reach across a board, a split, or a single lethal beam. It reads like a finisher and a removal spell wearing the same costume, with the caster deciding which one it is on the way down.

Rules text
Format Status
More formatsFewer formats
Other printings
- Commander Legends#411
- Commander 2020#148
- Commander 2017#132
- Commander Anthology#79
- Commander 2015#146
- Commander 2011#117
- Magic Online Promos#35822
- Worldwake Promos#76★









