Vault 12: The Necropolis
Enchantment β Saga
Vault 12: The Necropolis
Enchantment β Saga
Card Text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I β Each player gets three rad counters.
II β Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III β Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
Card Details
- Mana Value
- 6
- Colors
- Black
- Color Identity
- Black
- EDHREC Rank
- #6,114
Format Legalities
Market Prices
Prices from TCGPlayer and Cardmarket
Price History (30d)
All Printings (8)
| Set | # | Rarity | Lang | Artist | Price | Foil |
|---|---|---|---|---|---|---|
| Fallout (PIP) | #51 | rare | en | Nicholas Gregory | $0.30 | $4.99 |
| Fallout (PIP) | #579 | rare | en | Nicholas Gregory | β | $6.22 |
| Fallout (PIP) | #51 | rare | de | Nicholas Gregory | β | β |
| Fallout (PIP) | #51 | rare | es | Nicholas Gregory | β | β |
| Fallout (PIP) | #51 | rare | fr | Nicholas Gregory | β | β |
| Fallout (PIP) | #51 | rare | it | Nicholas Gregory | β | β |
| Fallout (PIP) | #51 | rare | ja | Nicholas Gregory | β | β |
| Fallout (PIP) | #51 | rare | zhs | Nicholas Gregory | β | β |
Official Rulings (10)
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 βAt 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.β
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, theyβll mill as many cards as they can.
Use the number of rad counters among all players still in the game when Vault 12βs second chapter ability resolves to determine the value of X.
A creature you control thatβs both a Zombie and a Mutant will get only two +1/+1 counters from Vault 12βs last ability.
Rad counters are a kind of counter that a player may have. Theyβre 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.
Rad counters donβt 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 βwhenever one or more nonland cards are milledβ will trigger exactly once as long as at least one nonland card was milled.
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