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The Wise Mothman

The Wise Mothman Price

6 printings · 2 sets · first printed 2024

Cheapest $0.42
Median $13.28
Highest $191.70
EDHREC Rank #3,734

The Wise Mothman has been printed 6 times across 2 sets, first in 2024 and most recently in 2026. Right now the cheapest printing is Fallout #1067 at $0.42, while the most expensive is Fallout #871 at $191.70 — about 456× more. The median across 6 priced printings is $13.28. The cheapest non-foil copy is Secret Lair Drop #2455 at $12.40. Reprint risk: HIGH RISK — Reprinted 6x, including dedicated reprint sets like Fallout.

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Every The Wise Mothman Printing, Compared

Cheapest first · unpriced last
Printing Year Price Dealer Buys
Fallout #1067 (M) Foil Cheapest 2024 $0.42 —
Fallout #4 (M) Foil 2024 $2.07 —
Secret Lair Drop #2455 (M) 2026 $12.40 $4.60
Fallout #343 (M) 2024 $14.16 $7.00
Fallout #532 (M) Foil 2024 $17.82 —
Fallout #871 (M) Foil 2024 $191.70 $168.00 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.

Oracle Text
Legendary Creature — Insect Mutant
Flying

Whenever The Wise Mothman enters or attacks, each player gets a rad counter.

Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
3 / 3
Legal In
Legacy Vintage Commander

Legality is a property of the card, not the printing, so it is identical for all 6 versions.

Official Judge Precedents

9 Precedents

If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.

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.

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

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.

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 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.