Tempest Technique
Storm was built for spells that resolve and leave: burn copies that hit the graveyard, tokens that stick around only as bodies, cantrips that draw and vanish. Bolting the mechanic onto an Aura breaks that assumption in a way it was never balanced around. A normal Storm copy resolves and is gone; an Aura copy resolves onto a creature you control and stays there, so a turn full of prior spells does not just multiply damage or draws, it attaches a fleet of permanent enchantments to one body. That is the loop: every copy is itself an enchantment on the battlefield, and the +1/+1-per-enchantment clause counts the very stack it created. Five copies is five auras attached, each one counting itself and its siblings toward the total, on top of any other enchantments already down. Crucially, the Storm count keys off any spell cast before it this turn, not just enchantments, so a hand of cheap noncreature cantrips builds the count as readily as an enchantress shell does; the enchantments then compound the buff a second time on resolution. The ceiling is bounded where Storm always keeps its books: in the spell count you have to assemble first. Each copy targets independently, so if the chosen creature has left play or changed control by the time a copy resolves, that copy simply fizzles on the stack. This is Storm reimagined as an explosive board-state finisher, the count converted into permanent presence rather than a one-turn burst.

