I think it compares favorably to its most obvious reference point, Genesis Wave: at Storm Count 1, Genesis Storm only nabs you two permanents compared to a Genesis Wave X=4 hitting up to 4 cards, but Storm skips the less useful lands, has no cmc restriction, and has no deckbuilding restriction of requiring a high concentration of permanents to be good like Wave does
As long as reliable low-cost Mickey and Minnie targets remain legal in the format, this card will remain a defining pillar of the competitive meta
But on top of just finding that redundancy, people often like to hate out combo decksand tutors mean you can find the right card to answer their hate so you can go off
It offers format staples, powerful mechanics, and collectible treatments in one package, making it the best way to stay ahead in Modern
Traits of Good Multicolor Mana Ramp Cards Playable mana ramp in Commander almost always needs to have at least 2 of the following traits to justify its inclusion in a deck: Low mana cost (ideally 4 or less, lower usually being better) A permanent impact on your board A sizable mana ramp or acceleration payoff Most multicolor ramp spells simply fall short of their monocolor brethren under these criteria for a couple reasons