Skip to content
Moxonomy

Storm Strike

InstantRed mana

Most one-mana combat tricks live and die on timing: hold them too long and they clog the hand, cast them into the wrong block and you two-for-one yourself. The scry is the design answer to that friction. First strike on an attacker is the part that swings combat: a two-power creature can kill a three-toughness blocker and walk away clean, and the +1/+0 nudges more attackers past their trades. But even when the block never comes or the race is already decided, resolving the spell still lets you scry, so the digging half of the effect always fires regardless of whether the pump mattered. That does not replace the card in your hand; scry is not a draw, and calling it a cantrip would overstate it. What it does is smooth the variance that punishes cheap tricks: the worst-case cast, the one where the combat step gives you nothing, still filters your next draw and buries a dead land or a second copy you did not want. The trick becomes low-cost to run precisely because it is never a total blank once you commit the mana. That is the whole idea behind bolting a library-manipulation clause onto a pump spell: it lowers the deckbuilding tax on a card whose ceiling is real but whose floor, historically, was a wasted turn.

Storm Strike (anb)
ANB · #86common
Pricing
Normal: $0.06
Foil: $0.16
Oracle Text

Rules text

Target creature gets +1/+0 and gains first strike until end of turn. Scry 1.
Legalities

Format Status

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

Other printings

1 set
Quick navigation
move selectesc close