Vault 12: The Necropolis

Vault 12: The Necropolis card image

Vault 12: The Necropolis: Enchantment - Saga, Fallout. I - Each player gets three rad counters. Printings, prices, and format legality on Mana Grove.

Mana cost
{4}{B}{B}
Mana value
6
Type
Enchantment - Saga
Colour identity
Black (B)
Rarity
Rare
Set
Fallout (PIP)
Released
2024-03-08
Collector number
51
Artist
Nicholas Gregory
Commander rank
6,527 (by how often it appears in Commander decks)

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About Vault 12: The Necropolis

Vault 12: The Necropolis is a Magic: The Gathering card, a rare black enchantment from Fallout (PIP), a Commander product released in March 2024. It is collector number 51 in that set, with art by Nicholas Gregory. It costs {4}{B}{B} (four generic and two black mana) to cast, for a mana value of 6. 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 $0.34 (normal finish, as of 2026-11-12).

Card text

(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.

Market price

Latest aggregated market price for the normal finish of this printing: $0.34 (as of 2026-11-12).

The figure covers this printing only; other printings carry their own price on their own page.

Format legality

Legality of Vault 12: The Necropolis by format. Formats in which it is not legal are not listed.

LegacyLegal
VintageLegal
CommanderLegal
Duel CommanderLegal
OathbreakerLegal

Other printings of Vault 12: The Necropolis

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

PrintingRarityYear
Fallout (PIP) #579Rare2024

Official rulings

The 8 most recent official rulings for Vault 12: The Necropolis, newest first.

  • 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.”
  • 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.
  • 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.
  • A creature you control that’s both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12’s last ability.
  • Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
  • Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

Similar cards

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

In these precons

Vault 12: The Necropolis is in the decklist of these preconstructed Commander decks.

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