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Rules guide · Instant

Weather the StormHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Modern Horizons· June 14, 2019
Carte Magic Weather the Storm

Weather the Storm is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)

Complete guide

Weather the Storm is a powerful defensive tool often found in Storm-based decks or sideboards against aggressive strategies. By capitalizing on the number of spells played in a single turn, it can turn a precarious life total into a comfortable cushion. Understanding how the Storm mechanic interacts with the stack is key to maximizing this card's potential.

How Storm Scales

When you cast Weather the Storm, its Storm ability triggers and counts every spell cast earlier in the turn by any player. For each of those spells, a copy of Weather the Storm is placed directly onto the stack. Since these copies are created rather than cast, they do not trigger other 'whenever you cast a spell' abilities, nor do they add to the count for a second Storm spell cast later that turn.

Step-by-Step Resolution

First, you cast Weather the Storm and pay its mana cost. The Storm trigger goes on the stack above the original spell. When the trigger resolves, it checks how many spells were cast previously and puts that many copies on the stack. Each copy resolves one by one, giving you 3 life each time. Finally, the original Weather the Storm resolves. Even if the original spell is countered, the copies will still resolve normally.

Common Pitfalls

A common mistake is counting spells cast after Weather the Storm but before the Storm trigger resolves; these do not increase the copy count. Additionally, players sometimes forget that opponents' spells contribute to the count. If your opponent casts three spells and you respond with Weather the Storm, you will still get three copies plus the original for a total of 12 life.

Strategic Timing

The best time to play Weather the Storm is at the end of a long chain of spells. Because it is an instant, you can wait for your opponent to finish their turn if they are casting multiple spells, or you can use it to stabilize after you have developed your own board state with several low-cost spells.

Interaction examples

Surviving the Destruction

If your opponent casts Beast Within to destroy your land, and you respond by casting Weather the Storm, the Storm count is 1 (for Beast Within). You will create one copy of Weather the Storm. You gain 3 life from the copy and 3 life from the original, totaling 6 life before your land is destroyed.

Protecting and Recovering

Suppose an opponent casts Beast Within. You respond with Heroic Intervention to protect your permanent, then cast Weather the Storm. The spells cast before Weather the Storm are Beast Within and Heroic Intervention. The Storm count is 2, creating two copies. You will gain a total of 9 life (3 from each copy and 3 from the original) before your permanents gain hexproof.

Solo Life Gain

If no other spells have been cast during the turn and you cast Weather the Storm, the Storm count is 0. No copies are created, and you simply gain 3 life when the original spell resolves.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Weather the Storm

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The copies storm creates are created on the stack, so they're not cast. Abilities that trigger when a player casts a spell (such as storm) won't trigger.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Storm counts spells cast before the spell with storm was cast. Spells cast after the spell with storm was cast but before the storm ability resolves aren't counted.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The storm ability and the copies it creates all resolve before the spell with storm. They resolve even if the spell with storm is countered.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatormodernlegacypaupervintagecommanderoathbreakerbrawlcompetitivebrawlpaupercommanderdueltlr
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