Home / Magic: The Gathering / The Lord of the Rings: Tales of Middle-earth / Storm of Saruman
Storm of Saruman
NM
LP
MP
HP

Viewing offers in Near Mint condition

mythic · Enchantment

Storm of Saruman

mythic · Enchantment · The Lord of the Rings: Tales of Middle-earth
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

Ward {3}
Whenever you cast your second spell each turn, copy it, except the copy isn't legendary. You may choose new targets for the copy. (A copy of a permanent spell becomes a token.)

Card Details

-/-Power / Toughness
{4}{U}{U}Mana Cost
6Prints

Character Background

Storm of Saruman is a mythic payoff for spell-heavy control and value decks, echoing the wizard’s ability to turn a single act into a cascading disaster for his enemies. Six mana is a real investment, but ward {3} helps it survive long enough to matter, especially in slower blue shells that can protect key permanents. The real prize is the trigger: whenever you cast your second spell each turn, you copy it, and the copy can be retargeted or, if it’s a permanent spell, become an additional token. That makes cheap cantrips, instant-speed interaction, and flash enablers especially strong, since you can fire off a low-cost spell early and then follow with a powerful second spell for maximum swing. In Commander, pair it with modal instants, extra card draw, and spells that are already excellent when doubled, such as removal or token-making effects, to turn every turn cycle into a storm of advantage.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Storm of Saruman is a mythic payoff for spell-heavy control and value decks, echoing the wizard’s ability to turn a single act into a cascading disaster for his enemies. Six mana is a real investment, but ward {3} helps it survive long enough to matter, especially in slower blue shells that can protect key permanents. The real prize is the trigger: whenever you cast your second spell each turn, you copy it, and the copy can be retargeted or, if it’s a permanent spell, become an additional token. That makes cheap cantrips, instant-speed interaction, and flash enablers especially strong, since you can fire off a low-cost spell early and then follow with a powerful second spell for maximum swing. In Commander, pair it with modal instants, extra card draw, and spells that are already excellent when doubled, such as removal or token-making effects, to turn every turn cycle into a storm of advantage.

Generated using gpt-5.4-mini · Updated at 2026-10-09 09:10:43 UTC

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