We can barely hold our excitement for the new MTG x Marvel Commanders at MTG Insider, so of course we are brewing decks for each of these legendary creatures!
The first deck we’re recommending upgrades for is Storm, Force of Nature. This new Commander can give any instant or sorcery storm, which is, according to the current head designer of MTG, the most-busted mechanic in all of Magic: The Gathering.
For those looking forward to trying out this new Commander when she’s released in the Marvel x MTG Secret Lair Drop on November 4, we’ve put together a list of cards you might want to consider for your EDH deck.
Before we get into the list, here’s a look at Storm, Force of Nature:

The storm ability works as follows according to MTG comprehensive rules.
702.40.Storm
702.40a Storm is a triggered ability that functions on the stack. “Storm” means “When you cast this spell, copy it for each other spell that was cast before it this turn. If the spell has any targets, you may choose new targets for any of the copies.”
702.40b If a spell has multiple instances of storm, each triggers separately.
MTG Comprehensive Rules
The best cards to upgrade a Storm, Force of Nature deck will be ones that build your storm count, act as finishers that you’ll want to give storm to, and help trigger Ceaseless Tempest (Storm, Force of Nature’s ability) multiple times.
Prepare to unleash nature’s fury with our list of the 25 Best Cards to Upgrade a Storm, Force of Nature Commander Deck With:
#1 Manamorphose

This is included in the Storm, Force of Nature Secret Lair, and for good reason. I expect every single Storm deck to run this card in the 99. It’s literally a free storm card as it repays its mana cost and draws you a new card.
#2 Gitaxian Probe

Next up we have Gitaxian Probe. This is very close to a free storm card, as you get to draw a card and increase storm count at the cost of 2 life.
#3 Price of Progress

If you want to win the game off your storm count, Price of Progress is one way to do it. It’s not uncommon for players to have 5 or more nonbasic lands in play, meaning each copy of this on the stack will deal 10 damage to that player. With a storm count of 3, that’s likely enough to win the game.
#4 Jeska’s Will

Also included in the Secret Lair x Marvel’s Storm is Jeska’s Will. Getting multiple copies of this resolved is likely enough to win you the game or put you in a position to win. You’re going to have access to potentially 9 cards with enough storm triggers on the stack plus 20 or more red mana.
#5 Frantic Search

Frantic Search is a free hand filter spell. Perfect for getting those storm triggers built up and digging for a win-con.
#6 Crop Rotation

Crop Rotation gives you an untapped land for the cost of one mana, so it is effectively a free spell, plus you get your most powerful land or can fix your mana.
#7 Psychotic Fury

Storm, Force of Nature gives a storm trigger to your next instant or sorcery whenever she deals combat damage to a player. With double strike, she will get to deal damage twice, so you’ll get two triggers instead of one! Plus you get to draw a card.
#8 Dig Through Time

A stormed Dig Through Time will likely let you dig through a solid fourth of your deck and find exactly the combination of cards needed to win on your next turn. Just expect to become a threat soon after resolving this.
#9 Treasure Cruise

Treasure Cruise is right up there with Dig Through Time, though slightly worse since it will dig less and isn’t instant speed. That doesn’t stop it from being one of the best draw cards in Commander.
#10 Mana Geyser

When you really want the mana, Mana Geyser will help you go off. It’s not hard to get 15+ mana here in this deck. The biggest problem is that it’s all red, so you’ll likely need an X payoff.
#11 Pore Over the Pages

Any card draw that also untaps lands feels like cheating in a storm deck. Pore Over the Pages will reset your hand and give you a fresh set of untapped lands to work with.
#12 Wilderness Reclamation

Your deck is going to be loaded with instants. With that being true, Wilderness Reclamation allows you to cast all those powerful instants on every opponent’s turn. This card basically gives you an additional 3 turns every pass around the table!
#13 Storm-Kiln Artist

This creature literally has storm in the name, that should be a pretty big hint! Storm-Kiln Artist generates Treasure tokens on copies, which makes it particularly useful.
#14 Archmage Emeritus

Archmage Emeritus is a draw engine that will have your deck running on all cylinders if it can survive for a turn. Unfortunately, it has the same mana value as our Commander, so it makes it a bit awkward to cast at times.
#15 Decimate

Every deck needs removal and Decimate is a particularly powerful one in this deck. You’ll get to practically wipe the board and set the furthest ahead player back by quite a distance. Keep in mind, you need to have targets available for every type in order to resolve each copy.
#16 Ashling, Flame Dancer

In a Storm, Force of Nature deck, Ashling, Flame Dancer is going to get to trigger all three abilities each turn. That means you get to loot a card, deal damage to everything, and net 4 red mana. That’s easily worth the initial 4 mana investment. Like Archmage Emeritus, sharing a mana cost with your Commander is also a downside though.
#17 Thunderclap Drake

Making each instant and sorcery cost one less is going to greatly accelerate your ability to cast multiple spells each turn. You’ll also get to pop off its sacrifice ability to win the game if you need that one more copy to go the distance.
#18 Snap

Bouncing a Commander can buy the table a whole turn, while adding to your storm count, and costing you nothing in mana. It’s the perfect interaction card for a storm-based Commander deck.
#19 Unexpected Windfall

Unexpected Windfall isn’t Jeska’s Will, but it’s still pretty amazing. With three of these on the stack, you’ll be drawing six cards and making six Treasures.
#20 Seize the Day

Seize the Day will storm, giving you multiple combat phases and main phases. That means you can attack multiple times and stack even more storm triggers after she hits an opponent. It won’t be hard to storm something for game with the amount of triggers you’ll have after that.
#21 Irenicus’s Vile Duplication

Another way to double your Storm combat damage triggers is to double the amount of Storm creatures you have in play. With Vile Duplication, the copy won’t be legendary and is free to attack. Imagine following this up with a Seize the Day!
#22 Nanogene Conversion

Another way to get more Storms into play is to play Nanogene Conversion to make every creature you control Storm, Force of Nature until end of turn. Keep in mind, your opponents’ creatures will also become one too.
#23 Aetherflux Reservoir

If you’re looking for another win-con, Aetherflux Reservoir can KO an opponent pretty easily. Generally, you’ll want to save this for a turn you’re ready to go off, and you’re already down to 1-2 players. Otherwise, all three will gang up on you as soon as you drop this.
#24 Birgi, God of Storytelling

Playing Birgi the turn before your Commander will help you set up your mana for a really big turn 5 and beyond. The colored mana can make a big difference.
#25 Twinferno

Finally, we have Twinferno. It is similar to Psychotic Break, except you have the option to straight up copy your next spell instead, but you also don’t get to draw a card off of it.
That’s our list of the 25 best upgrades for a Storm, Force of Nature Commander deck! If you’re looking for more inspiration for cards to add, consider our article on the MTG 10 Best Counterspells in Commander.
READ MORE: MTG x Marvel Secret Lair Drop’s Limited Print Run is a Disaster Waiting to Happen