Volcanic Awakening
Land destruction with Storm is a strange marriage, and the strangeness is the point. Most Storm payoffs want to close the game on resolution: deal damage, draw a hand, build a board of tokens. Destroying lands is a tempo play, the kind of slow-grind disruption that wants to strand one target at a time across several turns, not all at once after a long chain. Pairing the two yields a card that does almost nothing at its baseline (a six-mana single Stone Rain is among the worst rates in the game) and something lopsided at its ceiling: cast a few cheap spells first, then blank an opponent's entire battlefield of lands in one resolution. The copies pick new targets, so a high enough Storm count is not a Stone Rain, it is a one-sided Armageddon that leaves your own mana untouched. The design problem here is how to hand a combo deck a way to interact with the board without diluting the payoff: this is a land wipe you only ever cast when you are already winning the spell-count race. So it functions less as midrange disruption than as a contingency for the Storm pilot who needs to flip a grindy matchup, denying mana instead of killing creatures. The enormous floor-to-ceiling spread is exactly what Storm design lives on, and few cards stretch it as far in both directions.
