Marvel's Midnight Suns

Marvel's Midnight Suns

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Storm Card Guide and Recommendations
By Rosemagwin
An overview of Storm, her cards, and my recommendations for her deck.
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This Guide
Welcome to my overview of Storm, her passives and her cards and my personal recommendations for her deck.

In short, Storm can make for both a strong supporting ally, as well as a strong AoE damage dealer when paired with another good support. Playing her as both is doable, but she is generally more valuable when played as one or the other.

Her big shortcomings arise when facing Villains and big hordes of enemies. Her strongest support skill, the ability to grant lots of Resist, is useless or easily circumvented when facing these. Aside from that, her damage is focussed on AoE, which makes her much weaker on single targets when compared to other heroes.
Passives and Recommended Stats
Next Turn
Storm's special mechanic is her Next Turn, where cards become more powerful if you keep them in your hand for a turn. This is honesly not the most engaging of mechanics, and if it wasn't for Goddess' blessing, a bad one at that. Especially because you always draw up to 6 cards at the start of your turn, keeping cards around with no other sources of card draw means that card draw RNG can really screw you over. This is by far the worst part of her kit, but necessary to play around when you play her as DPS. When you play her as support however, you can mostly ignore this mechanic.

Rising Storm
Storm's friendship passive is quite neat, although unfortunately random. I recommend playing around the advantages you get randomly, but never rely on it.

Rising Storm I: Storm Attacks and Heroics have a 10% chance to apply Stun.

Rising Storm II: Storm Attacks and Heroics have a 10% chance to apply Stun. Stun chance increased by 5% for each Storm card in your hand.


Stun is rarely a bad thing to happen to an enemy, though unreliable with such a low chance of the stun happening. Not a bad passive.

Recommended Stats
If you have access to the Morbius DLC, stats should be a lot easier to attain by using his Abbey upgrades to increase secondary stats. Otherwise you have to settle for Daily Sparring to raise Storm's stats. These are my recommendations for what to level first and why.

When running Storm as DPS, level the stats in this order:
Crit Chance and Damage, Strength and Power, Willpower and Resilience, Fortitude.

When running Storm as Support, level the stats in this order:
Strength and Power, Willpower and Resilience, Crit Chance and Damage, Fortitude.

  • Critical Chance/Damage: A necessity if you want any character to act as a DPS, especially on higher difficulties. Also useful on the Support build, but lower in priority as you want Support to prioritise crowd control.
  • Strength: Storm does a lot of Knockback and increasing the Knockback's range increases the damage done and collateral damage. One of her higher prioritised stats.
  • Power: Storm does a lot of AoE and Power makes sure everyone gets hit. Especially for Vortex, having maximum points in Strength and Power makes that card incredibly useful for crowd control and getting the maximum out of Storm's passive.
  • Resilience: Any survivability for Storm is a good choice. It's a bit lower on the priority list due to her easy access to Resist.
  • Willpower: Regen is nice, but less necessary due to Storm's access to Resist. Still, never a bad thing to have.
  • Fortitude: Starting shields are nice, but lower on Storm's priority list, therefore this is her best dumpstat at Morbius' Laboratory.
Card Tier List
First off, a quick overview on where I think cards belong on my own personal tierlist. Further down this guide I go into detail why I believe cards are good or bad.

Gale Force


Gale Force does no damage on its own, but has Forceful Knockback and Quick. Also grants 1 Heroism.

Gale Force is a staple card to any Storm deck. No matter how you run her, some easy Quick card are nice and the Forceful Knockback gives a lot of options for collateral damage, as well as double hits on enemies in hopes to trigger Storm's passive. Simply a solid card. The only downside is that is has no damage on its own, but the Forceful Knockback more than makes up for that.
Vortex


Vortex has no damage on its own, but does AoE Knockback. Next Turn upgrades this to Forceful Knockback. Also grants 1 Heroism.

Vortex is a solid choice to run in a deck. The fact that it has no inherent damage makes this less interesting for DPS builds, but is a wonderful choice for a Support build. Anybody hit by Vortex has a chance to get Stunned by Storm's passive, and it's also great to wipe multiple low health enemies at once. Having the Next Turn ability trigger is nice, but even with the normal Knockback this card causes a lot of collateral.

In short, low damage, great crowd control.
Overload


Overload destroys a nearby Conduit (electrical stage hazards) and Stuns all nearby enemies. Next Turn increases the AoE. On redraw grants Storm 1 Strengthened. Also grants 2 Heroism.

This card has a lot going on, yet is close to completely useless. It's near useless on a Support build. The chances of you accidentally blowing up possible Conduits with things like Vortex and Gale Force is high, and that's already more bang for your buck. Enemies are often not grouped near Conduits to begin with and the fact that you have to wait for higher AoE is pretty bad. And once you're out of Conduits, you can't cast this even if you wanted the Heroism. The only way you could probably use this is for the redraw effect in a DPS build, as it's Storm's only direct source of Strengthened. And if you want a secure Stun, you're better off running Live Wire.

Pick other cards, this is near useless.
Crushing Blow


Crushing Blow is a 1 cost Heroic card that does 150% Offense Damage to a single target. It's Next Turn effect adds another 150% Offense Damage and 1 to its Heroism cost.

A decent card to round out a Storm DPS deck. Especially useful when you don't have access yet to the legendary Heroic. The base damage is pretty good and even better while critting. Depending on the situation, you don't even have to wait on the Next Turn effect. The increased Heroism cost is a shame considering you already have to wait for the effect to kick in, but it's not a dealbreaker. Overall decent card to add a little more damage options to the deck, though not worth putting in a Support Storm deck. Support Storm wants to prioritise generating Heroism for her fellow heroes.
Arc


Arc is an attack that does 50% Offense Damage to a single target. It's Next Turn effect allows it to Chain 3 more times. Also grants 1 Heroism.

Arc is unmodded genuinely a bad card, even on a DPS Storm. Its base damage is garbage and is at best just okay when its Next Turn effect kicks in. Even when Storm crits, this easily gets overshadowed by a Vortex or even a Gale Force. Maybe if you roll a good mod on it, this card could be considered, but as it is now, it is made obsolete by other cards.
Stormshield


Stormshield applies two Resist and a Counter to all Allies. At the start of Storm's turn (and when this card is drawn) grants Storm a stack of Resist. Also grants 2 Heroism.

Stormshield is probably the best skill in Storm's arsenal. The passive stacks of Resist it gives is fantastic, which happens simply by drawing it. Plus the fact that it can grant Resist to allies and Counter to them is strong. Counter is not the strongest status effect in the game, but it does add up and with Resist stacks it's basically free damage. And also because Resist only disappears upon blocking damage, it can stack pretty high.

Great Support card, decent on DPS as well for survivability.
Live Wire


Live Wire is a 1 cost Heroic card that applies Stun to a single target. Grants Storm 50% Offense bonus Offense while in hand.

Live Wire is a neat little card that can round out both DPS and Support decks. The Stun is nice in a tight spot and the extra Offense is doubly neat on any DPS Storm. You probably run one of these in a Support deck, maybe two in a DPS. The only issue is that these sit in your hand when unused, which lowers the amount of cards drawn at the start of our turn, as you always draw up to six cards in your hand. Weirdly enough, despite its drawback of kinda sitting in the hand for a long time, a guaranteed quick stun and an increase to Offense that you don't have to do anything for is pretty neat.
Goddess' Blessing


Goddess' Blessing draws 2 Storm cards and immediately triggers Next Turn on all cards in hand. Also grants two Heroism.

Pretty useless on a Support Storm, as you don't rely on Next Turn effects with her. On a DPS Storm, it's pretty decent. It sounds better on paper than it is. The draw sounds super neat and a way to get extra powerful effects out quickly. What makes it a bit unreliable however is that Hero Combo cards are also considered Storm cards if she is part of the combo. And because most of Storms kit in centered around AoE damage, you're generally not looking for a single target heavy hitter when using the card draw. Running a copy in a DPS Storm deck is not too shabby, but not worth having more copies than that in my opinion.
Call the Lightning


Call the Lightning is a 3 cost Heroic card that deals 250% Offense Damage in an area. Next Turn increases its AoE.

Call the Lightning hits hard. This card can nuke a battlefield, especially when ran on a DPS Storm. The only downside of it is its somewhat expensive Heroism cost and the fact that its AoE is only pretty good when Next Turn triggers. However, a must have for any Storm looking to do damage.
Hellstorm


Hellstorm is a 3 cost Heroic card that deals 150% Offense damage to a single target, plus an additional 150% Offense damage per Storm card in your hand. Next Turns effect draws three Storm cards. Has Exhaust.

Hellstorm is a solid card, albeit a shame that it's an Exhaust card. Storm has trouble taking down Villains and other high health enemies. This card helps, but really needs to be used at the right moment if Storm is your only real damage dealer in your current squad. Pretty bad on a Support Storm, Call the Lightning gives her more value as it has more possible targets to proc her passive on.
Deck Recommendation
These are the decks I personally run. I also run a bunch of mods, but feel free to experiment with those yourself. Any mod is almost always better than no mods, so get silly with them. The decks I run are as follows:

Support
  • Gale Force
  • Gale Force
  • Vortex
  • Vortex
  • Live Wire
  • Stormshield
  • Stormshield
  • Call the Lightning

DPS
  • Gale Force
  • Gale Force
  • Vortex
  • Live Wire
  • Goddess' Blessing
  • Crushing Blow
  • Call the Lightning
  • Hellstorm

Sometimes I switch out one Crushing Blow out for another Call the Lightning in certain match-ups or playing with less Heroism hungry hero set-ups.
My Other Guides
Thank you for reading my guide, hopefully it helps!

These are my other guides:
4 Comments
Rosemagwin  [author] 17 Feb, 2024 @ 9:33am 
Lead Designers can eat my shorts
blkbutterfly 17 Feb, 2024 @ 9:30am 
Also Stormshield is Storm's super power. Even Firaxis devs and Lead Designer Jake Solomon have said so.

That would be her "Must have" not Gale Storm :steamfacepalm:
Rosemagwin  [author] 17 Feb, 2024 @ 9:28am 
We take secure stuns over maybe stuns in this household
blkbutterfly 17 Feb, 2024 @ 8:52am 
I wouldn't call Arc obsolete.

With Storm's lvl.2 passive, Arc a boss to stun them (and keep LiveWire instead).