

Fallout: Rad
Fallout: Rad is a .Secret LairSpecial Magic cards sold by Wizards of the Coast on their own online store for a short time. Most are cards that already exist, given new art by a well-known artist or another franchise. A Secret Lair copy of a card plays exactly like any other copy of it.Open the full glossaryDropOne Secret Lair product: a few cards sold together, usually 4 to 6, often with a foil and a non-foil version. Wizards calls each one a drop.Open the full glossary
Released 5 cards $29.99 at the Secret Lair store
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We do not sell anything and we are not paid for this. Secret Lair is sold by Wizards of the Coast.
Every card in this drop
Click a card for the card itself, the decks that play it and, once you are signed in, whether you already own a copy. To mark every card here at once, press Show what I own. A foil is the shiny version of a card. Secret Lair sells it as a separate Foil Edition of the same drop.
| Version | Store Price | At the Store |
|---|---|---|
| Non-foil | $29.99 | Sold out |
| Foil | $39.99 | Sold out |
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- Card Kingdom $10.99
- Cardmarket €8.54 foil €9.68
- Mana Pool $8.54 foil $7.96
- TCGplayer $10.54 foil $9.53
-
- Card Kingdom $7.99 foil $8.99
- Cardmarket €8.88 foil €10.28
- Mana Pool $6.76 foil $6.65
- TCGplayer $7.98 foil $7.67
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- Card Kingdom $10.99 foil $13.99
- Cardmarket €10.95 foil €12.56
- Mana Pool $10.86 foil $11.20
- TCGplayer $12.82 foil $12.57
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- Card Kingdom $17.99 foil $15.99
- Cardmarket €11.83 foil €12.28
- Mana Pool $10.42 foil $10.31
- TCGplayer $13.75 foil $13.40
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- Card Kingdom $19.99 foil $20.99
- Cardmarket €14.70 foil €16.32
- Mana Pool $17.70 foil $19.17
- TCGplayer $19.65 foil $20.73
The Store Price Against Buying the Cards One at a Time
The single-card total is each card's price at TCGplayer on , in US dollars. A total only shows when every card in the drop has a price.
| Drop | Version | Store Price | Cards One at a Time | Cheaper |
|---|---|---|---|---|
| Fallout: Rad | Foil | $39.99 | $63.90 | The store, by $23.91 |
| Fallout: Rad | Non-foil | $29.99 | $64.74 | The store, by $34.75 |
When It Was on Sale
What the Secret Lair store listed for each version, and when it sold out.
| Drop | Version | Price | Status | On Sale | Sold Out |
|---|---|---|---|---|---|
| Fallout: Rad | Foil | $39.99 | Sold out | ||
| Fallout: Rad | Non-foil | $29.99 | Sold out |
Ready-made Decks From the Same World
Wizards also sells a (a ready-made Commander deck) for this franchise. Here they are, along with any cards from this page that each one also holds.PreconShort for preconstructed deck: a ready-to-play deck sold in a box by Wizards of the Coast. A Commander precon comes with its commander and all 100 cards, so you can play it straight away and change cards later.Open the full glossary
3 cards on this page are in none of these decks.
Rulings for the Cards on This Page
explain how a card works in tricky situations. They come from Wizards of the Coast, the company that makes Magic.RulingThe official answer to how a card works in a tricky situation. Most rulings are written by Wizards of the Coast, the company that makes Magic, and a few are notes from Scryfall, the card database Magic players use. A ruling explains a card. It does not change what the card says.Open the full glossary
30 rulings for 5 cards
Mesmeric Orb
If permanents become untapped during the untap step, Mesmeric Orb's ability will trigger that many times. However, since no player gets priority during the untap step, those abilities wait to be put on the stack until the upkeep starts. At that time, any "beginning of upkeep" triggers will also trigger. Those abilities and Mesmeric Orb's triggers are put onto the stack at the same time.
Mindcrank
Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life.
Mutational Advantage
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
The set of permanents affected by Mutational Advantage is determined at the time Mutational Advantage resolves. Permanents that gain counters later in the turn won’t become affected by this effect, and permanents that lose all of their counters later in the turn won’t stop being affected.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.
Ripples of Potential
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it's too late for anyone to respond.
A phased-out token will phase in at the beginning of its controller's untap step just like a nontoken permanent would.
An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.
As a creature is phased out, Auras and Equipment attached to it also phase out at the same time. Those Auras and Equipment will phase in at the same time that creature does, and they'll phase in still attached to that creature.
Phased-out permanents are treated as though they don't exist. They can't be the target of spells or abilities, their static abilities have no effect on the game, their triggered abilities can't trigger, they can't attack or block, and so on.
Choices made for permanents as they entered the battlefield are remembered even after they phase in.
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can't have it get just one kind of counter it already has and not the others.
Permanents phase back in during their controller's untap step, immediately before that player untaps their permanents. Creatures that phase in this way are able to attack and pay a cost of {T} during that turn. If a permanent had counters on it when it phased out, it will have those counters when it phases back in.
To proliferate, you can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can't choose cards in any zone other than the battlefield, even if they have counters on them.
Phasing out doesn't cause any "leaves the battlefield" abilities to trigger. Similarly, phasing in won't cause any "enters the battlefield" abilities to trigger.
Any continuous effects with a "for as long as" duration ignore phased-out objects. If ignoring those objects causes the effect's conditions to no longer be met, the duration will expire.
You don't have to choose every permanent or player that has a counter, only the ones you want to add another counter to. Since "any number" includes zero, you don't have to choose any permanents at all, and you don't have to choose any players at all.
An attacking or blocking creature that phases out is removed from combat.
The Wise Mothman
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.
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.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
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.
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.
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.
Also Printed in Other Drops
Some of these cards came in other Secret Lair drops too, each with its own art.
More from this theme
Portions of Commander Nexus are unofficial Fan Content permitted under the Fan Content Policy. Not approved or endorsed by Wizards. Literal and graphical information about Magic: The Gathering, including card images and mana symbols, is copyright Wizards of the Coast, LLC.