Nuclear Fallout

Nuclear Fallout card image

Nuclear Fallout: Sorcery, Fallout. Each creature gets twice -X/-X until end of turn. Each player gets X rad counters. Prices and printings on Mana Grove.

Mana cost
{X}{B}{B}
Mana value
2
Type
Sorcery
Colour identity
Black (B)
Rarity
Rare
Set
Fallout (PIP)
Released
2024-03-08
Collector number
47
Artist
Jason Rainville
Commander rank
2,997 (by how often it appears in Commander decks)

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About Nuclear Fallout

Nuclear Fallout is a Magic: The Gathering card, a rare black sorcery from Fallout (PIP), a Commander product released in March 2024. It is collector number 47 in that set, with art by Jason Rainville. It costs {X}{B}{B} (X and two black mana) to cast, for a mana value of 2. 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 $2.56 (normal finish, as of 2026-11-02).

Card text

Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.

The end of the world occurred as predicted: too many humans, not enough space or resources to go around. The details are trivial and pointless. The reasons, as always, purely human ones.

Market price

Latest aggregated market price for the normal finish of this printing: $2.56 (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 Nuclear Fallout by format. Formats in which it is not legal are not listed.

LegacyLegal
VintageLegal
CommanderLegal
Duel CommanderLegal
OathbreakerLegal

Other printings of Nuclear Fallout

The other printings are listed newest first, with the rarity and release year of each.

PrintingRarityYear
Fallout (PIP) #331Rare2024
Fallout (PIP) #575Rare2024
Fallout (PIP) #859Rare2024

Official rulings

The 8 most recent official rulings for Nuclear Fallout, newest first.

  • Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
  • 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.
  • 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.
  • 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.”
  • Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • 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.
  • 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.
  • 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.

Similar cards

Other sorcery cards with a black colour identity, ranked by how often they appear in Commander decks.

In these precons

Nuclear Fallout is in the decklist of these preconstructed Commander decks.

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