Nuka-Nuke Launcher Price
4 printings · 1 set · first printed 2024
Nuka-Nuke Launcher has been printed 4 times across 1 set, first in 2024. Right now the cheapest printing is Fallout #138 at $0.36, while the most expensive is Fallout #666 at $3.68 — about 10× more. The median across 4 priced printings is $1.35. Reprint risk: HIGH RISK — Reprinted 4x, including dedicated reprint sets like Fallout.
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Every Nuka-Nuke Launcher Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Fallout #138 (R) Cheapest | 2024 | $0.36 | — |
| Fallout #434 (R) | 2024 | $0.73 | $0.25 |
| Fallout #962 (R) Foil | 2024 | $1.98 | $0.90 foil |
| Fallout #666 (R) Foil | 2024 | $3.68 | $0.45 foil |
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.
Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell.
Equip
Legality is a property of the card, not the printing, so it is identical for all 4 versions.
Official Judge Precedents
9 PrecedentsIf 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.
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.”
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.
Once the equipped creature has been blocked, changing its color or the blocking creature’s color or stopping the blocking creature from being an artifact won’t cause the equipped creature to become unblocked.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.
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.
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.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.