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    Vault 12: The Necropolis

    Enchantment — Saga

    Vault 12: The Necropolis

    Illustrated by Nicholas Gregory

    EDHREC Rank #6,637
    (As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Each player gets three rad counters. II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players. III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.

    Rulings (10)

    The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.

    Mar 8, 2024

    Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.

    Mar 8, 2024

    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

    Mar 8, 2024

    Legality

    Formats by platform

    Commander

    Competitive

    Printings (2)

    Vault 12: The Necropolis — Fallout
    PIP#51$0.65
    Fallout
    Vault 12: The Necropolis — Fallout
    PIP#579
    Fallout