Here's what each point means on the scale: Level 1: Will definitely see again, most likely in the next set Examples: flying, deathtouch, scry Level 2: Will definitely see again, but not necessarily right away Examples: cantrips, hybrid mana, double-faced cards Level 3: Will most likely do again, probably many times Examples: cycling, flashback, landfall Level 4: Will most likely do again, but they have issues that make them less of a guarantee Examples: morph, kicker, imprint Level 5: We need to find the right place to bring it back, but I'm optimistic Examples: evolve, monstrous, morbid Level 6: We need to find the right place to bring it back, but I'm a little less optimistic Examples: devour, ninjutsu, living weapon Level 7: It's unlikely to return, but possible if the right environment comes along Examples: snow mana, retrace, split second Level 8: It's unlikely to return, but possible if the stars align Examples: madness, echo, suspend Level 9: I never say never, but this would require a minor miracle Examples: phasing, threshold, clash Level 10: I never say never, but this would require a major miracle Examples: storm, dredge Next, here are the five criteria I use to determine where mechanics fall on the Storm Scale: Popularity Did players like this mechanic

as anyone who has played BW Tokens can attest, an airforce of 2/2 flyers is much scarier than a flock of 1/1s
They had purchased the box for $169, only for him to discover when opening it that an in-demand Charizard trading card was named Caterpie instead
Avoid direct sunlight which can fade colors over time
Please be considerate of others around you before designing a deck around blinking and activating Carnival Barker three times each turn
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