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Vault 12: The Necropolis
RareColour IDMV 6
Enchantment — Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
Card capabilities
Enchantment
Derived deterministically from card types, Oracle text and keywords. Not a strategic evaluation.
Format legality
Primary formats
Eternal formats
Digital formats
Other printings
1 other English printingEarliest 2024-03-08Newest 2024-03-08Cheapest priced $9.72 in PIP
Rulings (10)
wotc8 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.
wotc8 Mar 2024
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
wotc8 Mar 2024
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
wotc8 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.
wotc8 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.
wotc8 Mar 2024
Use the number of rad counters among all players still in the game when Vault 12’s second chapter ability resolves to determine the value of X.
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