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Moxonomy

Thousand-Year Storm

Enchantment4 generic manaBlue manaRed mana

The math is the whole appeal: the copy count scales with spells already cast this turn, so the second cast makes one copy, the third makes two, the fourth makes three, and every additional spell adds one more copy than the last. That triangular ramp is the design problem this six-mana enchantment is built around. It offers nothing the instant it resolves, but it does not have to wait a turn cycle to pay out either; the moment it is down, every subsequent instant or sorcery you cast that turn feeds the counter, so a resolve-and-go-off line is entirely possible if you have the mana and the cards in hand. The real skill is sequencing: the cheapest cantrips go first to inflate the multiplier, the lethal spell goes last when every prior cast is fanning out copies behind it. It carries the storm mechanic's promise without the storm keyword, swapping the count-your-spells trigger for a per-cast copy that lets you choose new targets, so a single burn spell or draw spell branches into a spread of independent effects mid-turn, each aimable wherever it does the most work. This is pure build-around: it rewards a deck constructed entirely to chain cheap spells and offers nothing to one that was not.

Thousand-Year Storm (prm)
PRM · #102311rare
Pricing
Normal:
Foil: $1.20
Oracle Text

Rules text

Whenever you cast an instant or sorcery spell, copy it for each other instant and sorcery spell you've cast before it this turn. You may choose new targets for the copies.
Legalities

Format Status

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

Other printings

8 sets
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