The Wise Mothman is a Magic: The Gathering card, a mythic rare blue, black and green legendary creature from Fallout (PIP), a Commander product released in March 2024. It is collector number 4 in that set, with art by Sergei Leoluch Panin. It costs {1}{B}{G}{U} (one generic, one blue, one black and one green mana) to cast, for a mana value of 4. It is a 3/3 creature. Its colour identity is blue, black and green. It is legal in Legacy, Vintage, Commander, Duel Commander and Oathbreaker. It has been printed in 2 sets. It can be your commander. The latest aggregated market price for this printing is $0.54 (normal finish, as of 2026-08-30).
Card text
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Market price
Latest aggregated market price for the normal finish of this printing: $0.54 (as of 2026-08-30).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of The Wise Mothman by format. Formats in which it is not legal are not listed.
The Wise Mothman has been printed in 2 sets. The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Secret Lair Drop (SLD) #2455
Mythic
2026
Fallout (PIP) #1067
Mythic
2024
Fallout (PIP) #343
Mythic
2024
Fallout (PIP) #532
Mythic
2024
Fallout (PIP) #871
Mythic
2024
Official rulings
The 8 most recent official rulings for The Wise Mothman, newest first.
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.
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.
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.
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.
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 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.
Similar cards
Other creature cards with a blue, black and green colour identity, ranked by how often they appear in Commander decks.