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Moxonomy

Ion Storm

Enchantment2 generic manaRed mana

The fuel source is the whole pitch: a repeatable two-damage shock that costs counters instead of cards. Charge counters were the era's currency, and this enchantment is the burn-them-for-value sink they were begging for. Feed it the counters off a Pentad Prism, a Coretapper-pumped artifact, a proliferating engine, and each one becomes two damage at instant speed, pointed wherever you like. The 1 generic manaRed mana activation per shot prevents free machine-gunning, but the real ceiling is supply: you fire as many times as you can build counters to remove. That makes it a payoff rather than an engine, the back half of a counter-accumulation plan that needs a front half to matter. It reads charge counters and +1/+1 counters interchangeably, so it doubles as a removal valve for a creature you've overgrown or a Modular leftover sitting on a dying artifact. Most red removal of any era costs a card to cast; this one drains infrastructure you already deployed, so its value tracks the strength of the deck around it. Idle on its own, it just sits there. Built around, it converts a slow counter pile into reach you can aim at faces or threats without ever drawing another spell.

Ion Storm (5dn)
5DN · #68rare
Pricing
Normal: $0.28
Foil: $1.76
Oracle Text

Rules text

1 generic manaRed mana, Remove a +1/+1 counter or a charge counter from a permanent you control: This enchantment deals 2 damage to any target.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
Printings elsewhere

Other printings

2 sets
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