Storm is one of Magic’s most explosive mechanics: cast a Storm spell and it copies itself once for every spell you have already cast this turn. This calculator tracks your storm count, shows exactly how many copies you will get, and estimates the odds of chaining enough cheap spells to “go off”.
How it works
Storm copies equal the number of spells cast before the Storm spell this turn. The original still resolves, so:
storm count = spells cast this turn (before the Storm spell)
copies = storm count
instances = copies + 1 (the original plus its copies)
For planning, the going-off estimate models a chain of cheap spells. With n
spells available and an average successful advance, the chance of reaching a
target count is approximated by treating each spell as an independent success at
the per-spell rate implied by your average chain length:
P(reach target) ≈ (avg_chain / hand_size) ^ max(0, target − already_cast)
This is a rough planning aid, not a full deck simulation.
Example and tips
If you have cast 5 spells this turn and then cast Grapeshot, your storm count is
5, giving 5 copies plus the original — six instances dealing 6 damage total.
To beat a 20-life opponent with Grapeshot you need a storm count near 19. Count
carefully: only spells add to storm, so rituals and cantrips help while mana
abilities and lands do not. Sequence your cheapest cantrips first to build the
chain before committing your payoff.