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  3. Fallout
  4. Fallout: Rad
Secret Lair Drop Sold out

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

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.

VersionStore PriceAt the Store
Non-foil $29.99 Sold out
Foil $39.99 Sold out
  • Ripples of Potential

    Ripples of Potential

    Instant

    • Card Kingdom $10.99
    • Cardmarket €8.54 foil €9.68
    • Mana Pool $8.54 foil $7.96
    • TCGplayer $10.54 foil $9.53
  • Mutational Advantage

    Mutational Advantage

    Instant

    • 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
  • The Wise Mothman

    The Wise Mothman

    Legendary Creature — Insect Mutant

    • 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
  • Mindcrank

    Mindcrank

    Artifact

    • 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
  • Mesmeric Orb

    Mesmeric Orb

    Artifact

    • 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.

DropVersionStore PriceCards One at a TimeCheaper
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.

DropVersionPriceStatusOn SaleSold 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

Wizards of the Coast 7 Aug 2020

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

Wizards of the Coast 17 Nov 2017

Damage dealt to an opponent usually causes that opponent to lose life. An opponent paying life also causes loss of life.

Mutational Advantage

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

A phased-out token will phase in at the beginning of its controller's untap step just like a nontoken permanent would.

Wizards of the Coast 10 Nov 2023

An ability that triggers "Whenever you proliferate" triggers even if you chose no permanents or players while doing so.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

Choices made for permanents as they entered the battlefield are remembered even after they phase in.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

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.

Wizards of the Coast 10 Nov 2023

An attacking or blocking creature that phases out is removed from combat.

The Wise Mothman

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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

Wizards of the Coast 8 Mar 2024

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.”

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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.

Wizards of the Coast 8 Mar 2024

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

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