Feral Ghoul: Creature - Zombie Mutant, Fallout. Menace. Whenever another creature you control dies, put a +1/+1 counter on this creature. On Mana Grove.
Mana cost
{2}{B}
Mana value
3
Type
Creature - Zombie Mutant
Colour identity
Black (B)
Power / toughness
2/2
Rarity
Rare
Set
Fallout (PIP)
Released
2024-03-08
Collector number
44
Artist
Sergio Cosmai
Commander rank
4,099 (by how often it appears in Commander decks)
Feral Ghoul is a Magic: The Gathering card, a rare black creature from Fallout (PIP), a Commander product released in March 2024. It is collector number 44 in that set, with art by Sergio Cosmai. It costs {2}{B} (two generic and one black mana) to cast, for a mana value of 3. It is a 2/2 creature. Its colour identity is black. It is legal in Legacy, Vintage, Commander, Duel Commander and Oathbreaker. Fallout is its only printing so far. The latest aggregated market price for this printing is $1.60 (normal finish, as of 2026-11-02).
Card text
Menace
Whenever another creature you control dies, put a +1/+1 counter on this creature.
When this creature dies, each opponent gets a number of rad counters equal to its power.
Market price
Latest aggregated market price for the normal finish of this printing: $1.60 (as of 2026-11-02).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Feral Ghoul by format. Formats in which it is not legal are not listed.
The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Fallout (PIP) #381
Rare
2024
Fallout (PIP) #572
Rare
2024
Fallout (PIP) #909
Rare
2024
Official rulings
The 8 most recent official rulings for Feral Ghoul, newest first.
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 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.
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.
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.
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.”
Use Feral Ghoul’s power as it last existed on the battlefield to determine how many rad counters each opponent gets.
Similar cards
Other creature cards with a black colour identity, ranked by how often they appear in Commander decks.