Grapeshot
Cast ten spells, then this, and the math does the rest: one base instance plus ten copies, eleven points of one damage distributable across any targets you like. That arithmetic is why it became the canonical kill condition for storm combo, the payoff you assemble a long ritual-and-cantrip chain to fire. The card does nothing meaningful at one or two copies; its damage output is a function of the count of spells cast before it rather than the mana spent on it, which makes it the rare burn spell whose lethality lives entirely in the rest of your turn. A two-mana sorcery that deals one damage is unplayable on its own terms, and that is precisely the design's intent: storm asks you to earn the effect by emptying your hand first, then converts the whole sequence into a single volley. Where Tendrils of Agony drains life and gains it back, this version stays austere, just damage, redistributable across copies so you can split it between a planeswalker, a creature, and a face. Choosing new targets for each copy is what lets it serve double duty as both finisher and sweeper when a turn produces enough triggers. It remains the cleanest expression of what storm was built to reward: not a card you play, but a count you cash in.

Rules text
Format Status
More formatsFewer formats
Other printings
- Secret Lair Drop#2413
- Dominaria Remastered#125
- Strixhaven Mystical Archive#102
- Strixhaven Mystical Archive#39
- Time Spiral Remastered#166
- The List#DDS-16
- Duel Decks: Mind vs. Might#16
- Modern Masters#116








