Megaton's Fate Price
4 printings · 1 set · first printed 2024
Megaton's Fate has been printed 4 times across 1 set, first in 2024. Right now the cheapest printing is Fallout #61 at $0.35, while the most expensive is Fallout #916 at $3.29 — about 9× more. The median across 4 priced printings is $1.10. Reprint risk: HIGH RISK — Reprinted 4x, including dedicated reprint sets like Fallout.
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Every Megaton's Fate Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Fallout #61 (R) Cheapest | 2024 | $0.35 | $0.60 foil |
| Fallout #388 (R) | 2024 | $0.71 | $0.45 |
| Fallout #589 (R) Foil | 2024 | $1.49 | $0.60 foil |
| Fallout #916 (R) Foil | 2024 | $3.29 | — |
Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.
• Disarm — Destroy target artifact. Create four Treasure tokens.
• Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
Legality is a property of the card, not the printing, so it is identical for all 4 versions.
Official Judge Precedents
8 PrecedentsIn 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.
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.
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.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
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.”
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.