Blood and thunder! The Storm school has it going on—thunder, lightning, gale force winds, the unleashed power of brutal nature. Between having an energetic frog for a professor, Halston Balestorm, and a depressed tree, Torrence (in a mood resembling Eeyore) the Storm school is a good place for wizards looking to put a lightning bolt where the sun don’t shine.
Storm is literally a high-energy school; it comes with a lot of clobbering effects and is not widely resisted. Storm buffs increase damage output and weaken enemy resistances while giving students cards that inflict tremendous strikes at extremely low pip values. Expect electrical snakes, bats that emit lightning bolts, and the Zeus-like kraken hurling thunderbolts to fry foes where they stand.
Storm wizardry is Iridian Stormshard’s secondary school of magic and she wields it with a vengeance.
There is also the added benefit of being next to the storm tree, who happens to have a forever-thunderhead in his boughs with rains and booms while you’re visiting your professor. Us voces have a special fondness for rain so this school tugged at our hearts when we first visited.
The only thing we notice that the Storm school seems to lack is electric eels. They do have an electrified shark—but that really doesn’t seem to fill the niche. Perhaps there is one later on in the game that we just haven’t seen yet. This series does only cover the very beginning where players meet Wizard City and there are multiple more worlds to explore.
Storm balances a nice amount of firepower with a good makeup of support buffs and other combination card magics. Having a Storm wizard on your team means that your likelihood of getting a spell that will buff your output is fairly high, and that they’ll probably be pulling out low-pip and high-pip attack spells to provide artillery.
Sparks will fly.