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Vault 12: The Necropolis

Fallout #579 rare
Enchantment — Saga |
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Vault 12: The Necropolis

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Live Value $12.62
Foil Multiplier: Flat Baseline (1.0x)
Reprint Profile:
Printed 2 times HIGH RISK

Reprinted 2x, including dedicated reprint sets like Fallout.

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🛡️
Asset Protection
Card Value: $12.62
Protect this card against scuffs and edge-wear inside archival double-sleeves.
🗂️ Alternative Printings

30-Day Market Trend

Rarity
rare
Set Origin
Daily Shift
-13.92%
EDHREC Rank
#6,565
Mana Cost
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Oracle Data

Card Type Enchantment — Saga
Color Identity Black
🖋️ Curator's Notes
(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.
⚖️

Official Judge Precedents

10 Precedents

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.

There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”

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.

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.

Use the number of rad counters among all players still in the game when Vault 12’s second chapter ability resolves to determine the value of X.

A creature you control that’s both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12’s last ability.

Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.

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

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.

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.

📜 Technical Attributes
Release Date: 2024-03-08
Set Name: Fallout
Artist Reference: Nicholas Gregory
Border Profile: black
✨ Variants & Finishes
Available Finishes Traditional Foil
Promo Status surgefoil • universesbeyond
Edition Status Original Printing

Sanctioned Formats

standard not_legal
modern not_legal
legacy legal
commander legal
pioneer not_legal
pauper not_legal
vintage legal
brawl not_legal
explorer not_legal
penny not_legal
predh not_legal
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