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    Nuclear Fallout

    Sorcery

    Nuclear Fallout

    Illustrated by Jason Rainville

    EDHREC Rank #3,070
    Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.

    The end of the world occurred as predicted: too many humans, not enough space or resources to go around. The details are trivial and pointless. The reasons, as always, purely human ones.

    Rulings (8)

    In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.

    Mar 8, 2024

    If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.

    Mar 8, 2024

    Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.

    Mar 8, 2024

    Legality

    Formats by platform

    Commander

    Competitive

    Printings (4)

    Nuclear Fallout — Fallout
    PIP#47$3.22
    Fallout
    Nuclear Fallout — Fallout
    PIP#331$10.94
    Fallout