Mirelurk Queen: Creature - Crab Mutant, Fallout. Vigilance. When this creature enters, target player gets two rad counters. Prices and printings on Mana Grove.
Mana cost
{4}{U}
Mana value
5
Type
Creature - Crab Mutant
Colour identity
Blue (U)
Power / toughness
4/4
Rarity
Rare
Set
Fallout (PIP)
Released
2024-03-08
Collector number
33
Artist
Nicholas Gregory
Commander rank
4,181 (by how often it appears in Commander decks)
Mirelurk Queen is a Magic: The Gathering card, a rare blue creature from Fallout (PIP), a Commander product released in March 2024. It is collector number 33 in that set, with art by Nicholas Gregory. It costs {4}{U} (four generic and one blue mana) to cast, for a mana value of 5. It is a 4/4 creature. Its colour identity is blue. 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 $0.88 (normal finish, as of 2026-11-02).
Card text
Vigilance
When this creature enters, target player gets two rad counters.
Whenever one or more nonland cards are milled, draw a card, then put a +1/+1 counter on this creature. This ability triggers only once each turn.
Market price
Latest aggregated market price for the normal finish of this printing: $0.88 (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 Mirelurk Queen 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) #377
Rare
2024
Fallout (PIP) #561
Rare
2024
Fallout (PIP) #905
Rare
2024
Official rulings
The 8 most recent official rulings for Mirelurk Queen, newest first.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.
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.
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.”
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.
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.
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.
Similar cards
Other creature cards with a blue colour identity, ranked by how often they appear in Commander decks.