Fallout
{1}, {T}: Add {R}{G}.
{T}: Add {C}. {1}, {T}: Move a counter from target permanent you control onto another target permanent. Activate only as a sorcery.
({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Mountain or a Forest. {T}: Add {R} or {G}.
({T}: Add {G} or {W}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{T}: Add {C}. {2}, {T}, Sacrifice a Desert: Exile all graveyards.
{1}, {T}: Add {B}{R}.
({T}: Add {R} or {G}.) This land enters tapped. Cycling {2} ({2}, Discard this card: Draw a card.)
{1}, {T}: Add {W}{U}.
({T}: Add {B} or {R}.) This land enters tapped unless you control two or more basic lands.
{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
This land enters tapped unless you control an Island or a Mountain. {T}: Add {U} or {R}.
{1}, {T}: Add {G}{W}.
({T}: Add {U} or {B}.) This land enters tapped unless you control two or more basic lands.
This land enters tapped unless you control a Forest or a Plains. {T}: Add {G} or {W}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {G}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {B}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {U} or {R}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {G}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {B} or {R}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {W}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {W} or {B}.
This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {R} or {W}.
{T}: Add {C}. {X}{X}, {T}, Sacrifice this land: Create X Treasure tokens.
Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {W}. {W}, {T}: You may play the exiled card without paying its mana cost if you attacked with three or more creatures this turn.
This land enters tapped unless you control a Swamp or a Forest. {T}: Add {B} or {G}.
Whenever you attack, you may sacrifice another creature. When you do, choose two — • Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. • You draw a card and you lose 1 life. • Caesar deals damage equal to the number of creature tokens you control to target opponent.
When Dogmeat enters, mill five cards, then return an Aura or Equipment card from your graveyard to your hand. Whenever a creature you control that's enchanted or equipped attacks, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Whenever you cast an artifact spell, you get {E} (an energy counter). {T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn. {T}, Pay {E}{E}{E}: Draw a card. {T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
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.
Vigilance, trample, haste Whenever Liberty Prime attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters). {2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
When The Master enters, target player gets two rad counters. {T}: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)
Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled 6 or higher, instead create that token and a Treasure token. {4}, {T}: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
At the beginning of combat on your turn, create a green Aura enchantment token named Settlement attached to up to one target land you control. It has enchant land and "Enchanted land has '{T}: Add one mana of any color.'" Whenever Preston Garvey attacks, untap each enchanted permanent you control.
Enlist (As this creature attacks, you may tap a nonattacking creature you control without summoning sickness. When you do, add its power to this creature's until end of turn.) Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains double strike until end of turn. If that creature's power is 4 or greater, draw a card.
Whenever one or more artifact creatures you control deal combat damage to a player, you get {E} (an energy counter). Pay {E}{E}{E}: Create a tapped 3/3 colorless Robot artifact creature token.
As this enchantment enters, choose NCR or Legion. • NCR — At the beginning of your end step, return target creature card with mana value 3 or less from your graveyard to the battlefield with a finality counter on it. • Legion — Whenever a creature you control dies, put two +1/+1 counters on target creature you control.
When this creature enters, choose one — • Return target Aura or Equipment card with mana value 3 or less from your graveyard to the battlefield. • Put a shield counter on target creature. (If it would be dealt damage or destroyed, remove a shield counter from it instead.)
Metalcraft — {T}: You get {E} (an energy counter). Activate only if you control three or more artifacts. Whenever you get one or more {E} during your turn, creatures you control get +1/+1 until end of turn.
Commanders you control have ward {2}. {T}: Add {W}{W}. Spend this mana only to cast Aura and/or Equipment spells. {T}: Attach target Aura or Equipment you control to target creature you control. Activate only as a sorcery.
Flash Crash Landing — When Commander Sofia Daguerre enters, destroy up to one target legendary permanent. That permanent's controller creates a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters, create that many tokens that are copies of it.) Whenever this creature attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
Enchant creature Enchanted creature has "Whenever this creature attacks alone, it gets +X/+X until end of turn, where X is the number of nonland permanents you control."
Enchant opponent When this Aura enters, enchanted opponent creates a Clue token, a Food token, and a Junk token. At the beginning of combat on enchanted opponent's turn, that player may pay {1} for each artifact they control. If they don't, creatures can't attack this combat.
First Contact — Whenever Overseer of Vault 76 or another creature you control with power 3 or less enters, put a quest counter on Overseer of Vault 76. At the beginning of combat on your turn, you may remove three quest counters from among permanents you control. When you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
Vigilance, lifelink Exile Paladin Danse: Each creature you control that's an artifact or Human gains indestructible until end of turn.
When this Equipment enters, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach this Equipment to it. Equipped creature gets +2/+2 and has vigilance. Equip {3}
Flying Whenever another nontoken artifact you control enters, create a 2/2 white Human Knight creature token with "This token gets +2/+2 as long as an artifact entered the battlefield under your control this turn." Crew 2
Squad {3} (As an additional cost to cast this spell, you may pay {3} any number of times. When this creature enters, create that many tokens that are copies of it.) Vigilance Whenever a creature token you control enters, put a +1/+1 counter on it.
Flash This spell costs {1} less to cast for each creature attacking you. When this creature enters, you get {E} for each creature attacking you. At the beginning of combat on your turn, you may pay {E}{E}{E}. If you do, put a +1/+1 counter on each creature you control.
The Nuka-Cola Challenge — Whenever one or more creatures you control deal combat damage to a player, put a quest counter on Sierra and create a Food token. Whenever you sacrifice a Food, target creature you control gets +X/+X until end of turn, where X is the number of quest counters on Sierra.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each player, exile up to one other target enchantment or creature that player controls until this Saga leaves the battlefield. II — You gain 2 life and scry 2. III — Return two cards exiled with this Saga to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Exile all creatures with power 4 or greater. II, III — Put a +1/+1 counter on each creature you control.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Create a 1/1 white Human Soldier creature token and a Food token. (A Food token is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") II, III — You may put an Aura or Equipment card from your hand or graveyard onto the battlefield. If an Equipment is put onto the battlefield this way, you may attach it to a creature you control.
{T}: Target opponent gains control of Yes Man. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card — When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
Whenever Curie deals combat damage to a player, draw cards equal to its base power. {1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
Whenever a Zombie or Mutant you control dies, if its power was different from its base power, draw a card. Come Fly With Me — {2}, Sacrifice a creature: Put a +1/+1 counter on target creature you control. It gains flying until end of turn.
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.
Enchant creature When this Aura enters, draw two cards. Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
Nick Valentine can't be blocked except by artifact creatures. Whenever Nick Valentine or another artifact creature you control dies, you may investigate. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")
Whenever Piper Wright deals combat damage to a player, investigate that many times. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on target creature you control.
Storm (When you cast this spell, copy it for each spell cast before it this turn.) Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Robobrain War Mind's power is equal to the number of cards in your hand. When this creature enters, you get an amount of {E} (energy counters) equal to the number of artifact creatures you control. Whenever this creature attacks, you may pay {E}{E}{E}. If you do, draw a card.
As this enchantment enters, choose Brotherhood or Enclave. • Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way. • Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) You may have this creature enter as a copy of any creature on the battlefield, except it's a Synth artifact creature in addition to its other types.
Flying Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Flying This creature enters with five +1/+1 counters on it. If damage would be dealt to this creature while it has a +1/+1 counter on it, prevent that damage, remove that many +1/+1 counters from it, then give each player a rad counter for each +1/+1 counter removed this way.
Menace (This creature can't be blocked except by two or more creatures.) Tunnel Snakes Rule! — Whenever Butch DeLoria attacks, it gets +1/+1 until end of turn for each other Rogue and/or Snake you control. {1}{B}: Put a menace counter on another target creature. It becomes a Rogue in addition to its other types.
Menace Whenever another creature you control dies, put a +1/+1 counter on this creature. When this creature dies, each opponent gets a number of rad counters equal to its power.
Each other creature you control that's a Zombie or Mutant gets +X/+X, where X is the number of counters on Hancock. Undying (When this creature dies, if it had no +1/+1 counters on it, return it to the battlefield under its owner's control with a +1/+1 counter on it.)
Flying This creature can't block. Whenever this creature deals combat damage to a player, they get that many rad counters. Whenever an opponent mills a nonland card, if this creature is in your graveyard, you may return it to your hand.
Each creature gets twice -X/-X until end of turn. Each player gets X rad counters.
Squad—Exile four cards from your graveyard. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) Menace (This creature can't be blocked except by two or more creatures.)
Flying, menace Whenever this creature attacks, each player gets two rad counters. Whenever one or more nonland cards are milled, you may create that many 2/2 black Zombie Mutant creature tokens. Do this only once each turn.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
(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.
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters, create that many tokens that are copies of it.) When this creature enters, each player sacrifices a creature of their choice.
Enchant creature Enchanted creature gets +2/+2 and is goaded. (It attacks each combat if able and attacks a player other than you if able.) Whenever enchanted creature attacks, defending player gets two rad counters.
When this creature enters, you get {E}{E} (two energy counters). Whenever an artifact creature you control attacks, you may pay {E}. If you do, put your choice of a +1/+1, first strike, or trample counter on that creature.
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Bottle-Cap Blast deals 5 damage to any target. If excess damage was dealt to a permanent this way, create that many tapped Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Double strike, trample Whenever this creature deals combat damage to a player, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Hunters for Hire — Whenever a creature you control deals combat damage to a player, put a quest counter on it. {1}, Remove a quest counter from a permanent you control: Create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Morbid — This spell costs {3} less to cast if a creature died this turn. Enchant creature When this Aura enters, untap each creature you control. If it's your main phase, there is an additional combat phase after this phase. Enchanted creature gets +2/+2 and has haste.
Whenever Ian the Reckless attacks, if it's modified, you may have it deal damage equal to its power to you and any target. (Equipment, Auras you control, and counters are modifications.)
When this Equipment enters, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") {3}, Sacrifice another artifact: Double equipped creature's power until end of turn. Equip {1}
Choose one — • Disarm — Destroy target artifact. Create four Treasure tokens. • Detonate — Megaton's Fate deals 8 damage to each creature. Each player gets four rad counters.
When The Motherlode enters, choose target opponent. You get an amount of {E} (energy counters) equal to the number of nonbasic lands that player controls. Whenever The Motherlode attacks, you may pay {E}{E}{E}{E}. When you do, destroy target nonbasic land defending player controls, and creatures that player controls without flying can't block this turn.
Flash When this creature enters, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
Equipped creature gets +1/+1. Whenever equipped creature attacks, you get {E}{E} (two energy counters). Pay {E}{E}: Choose target creature that's blocking equipped creature. Flip a coin. If you win the flip, exile the chosen creature. Otherwise, this Equipment deals 1 damage to it. Equip {2}
Squad {2} (As an additional cost to cast this spell, you may pay {2} any number of times. When this creature enters, create that many tokens that are copies of it.) When this creature enters, destroy up to one target artifact.
First strike Raid — At end of combat on your turn, if you attacked this turn, create a Junk token for each opponent you attacked. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever you sacrifice a Junk, add {R}.
Haste Whenever this creature attacks, exile the top card of your library. You may get {E}{E} (two energy counters). If you don't, you may play that card this turn. {T}, Pay {E}{E}{E}: This creature deals 3 damage to any target.
Squad—{1}, Discard a card. (As an additional cost to cast this spell, you may pay its squad cost any number of times. When this creature enters, create that many tokens that are copies of it.) When this creature dies, create a Junk token.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Discard a card, then draw a card. III — Reveal up to five nonland cards from your hand. For each of those cards that has the same mana value as another card revealed this way, create a Treasure token.
Menace Whenever Veronica attacks, you may discard a card. If you do, draw a card. Whenever you discard one or more nonland cards for the first time each turn, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Skip your draw step. At the beginning of your upkeep, exile the top two cards of your library. You may play those cards this turn.
Enchant creature Enchanted creature has "Whenever this creature attacks, create a 1/1 green Squirrel creature token. Put a +1/+1 counter on that token for each Aura and Equipment attached to this creature other than Animal Friend."
Vigilance {T}: Add an amount of {G} equal to the greatest power among creatures you control. Sacrifice this creature: You gain life equal to the greatest toughness among other creatures you control.
Destroy target artifact or enchantment. Create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
Each creature you control with a counter on it has ward {1}. (Whenever it becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) {T}: Put a +1/+1 counter on target creature that entered this turn.
Deathtouch Whenever this creature deals combat damage to a player, they get four rad counters. Whenever a player mills a nonland card, you gain 1 life.
Trample This creature gets +1/+1 for each Aura and Equipment attached to it. When this creature dies, if it was enchanted, create a Junk token. When this creature dies, if it was equipped, create a Junk token.
Vigilance, reach When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
Vigilance Lily Bowen enters with two +1/+1 counters on it. At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
This spell costs {1} less to cast for each counter among players and permanents. Trample This creature enters tapped.
Equipped creature has trample and "Whenever this creature deals combat damage to a player, put that many +1/+1 counters on it." Equip {2}
Vigilance, trample This creature enters with X +1/+1 counters on it. When this creature enters, destroy any number of target artifacts and/or enchantments with total mana value X or less.
Enchant creature Equip abilities you activate that target enchanted creature cost {3} less to activate. Aura spells you cast that target enchanted creature cost {3} less to cast. Enchanted creature gets +2/+2 for each Aura and Equipment attached to it.
Ward {2} Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong. You gain life rather than lose life from radiation.
Trample When this creature enters or dies, return up to one target Aura or Equipment card from your graveyard to your hand.
Landfall — Whenever a land you control enters, you may get two rad counters. {T}: Put target land card in a graveyard that was milled this turn onto the battlefield under your control tapped.
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Whenever this creature evolves, create a token that's a copy of it.
Enchant creature Enchanted creature has "Whenever this creature becomes untapped, put two +1/+1 counters on it, then you gain 2 life and draw a card. This ability triggers only once each turn."
Trample Agent Frank Horrigan has indestructible as long as it attacked this turn. Whenever Agent Frank Horrigan enters or attacks, proliferate twice. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchant creature Enchanted creature has base power and toughness 9/10 and has indestructible.
Menace, trample When this creature enters or becomes monstrous, destroy target permanent. {5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
{T}: Draw a card, then discard a card. Put a quest counter on Arcade Gannon. For Auld Lang Syne — Once during each of your turns, you may cast an artifact or Human spell from your graveyard with mana value less than or equal to the number of quest counters on Arcade Gannon.
Trample Whenever you cast an Aura or Equipment spell, exile the top card of your library. You may play that card until the end of your next turn.
Destroy target nonland permanent. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Whenever this creature enters or attacks, you lose 1 life and create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Whenever a token you control leaves the battlefield, put a +1/+1 counter on this creature.
During your turn, Cait has indestructible. Whenever Cait attacks, you and defending player each draw a card, then discard a card. Put two +1/+1 counters on Cait if you discarded the card with the greatest mana value among those cards or tied for greatest.
Vigilance Whenever Cass or another creature you control dies, if it was enchanted or equipped, return any number of Aura cards that were attached to it from your graveyard to the battlefield attached to target creature, then attach any number of Equipment that were attached to it to that creature.
Lifelink Exploit (When this creature enters, you may sacrifice a creature.) Other legendary creatures you control have exploit. Whenever a creature you control exploits a creature, put a +1/+1 counter on each creature you control.
Draw X cards, then you get half X rad counters, rounded up.
Reach, lifelink One for My Baby — Whenever you attack with two or more creatures, put two quest counters on Craig Boone. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature's controller has Craig Boone deal that much damage to them.
Vigilance Whenever Desdemona attacks, target creature card in your graveyard that's an artifact or that has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard. (You may cast it from your graveyard for its escape cost this turn.)
Creature tokens you control have training. (Whenever a creature token you control attacks with another creature with greater power, put a +1/+1 counter on that token.) Blind Betrayal — Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
Artifacts you control have ward {1}. (Whenever an artifact you control becomes the target of a spell or ability an opponent controls, counter it unless that player pays {1}.) When Elder Owyn Lyons enters or dies, return target artifact card from your graveyard to your hand.
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) For each Aura and Equipment you control, you may attach it to a creature you control.
First strike, haste Whenever Kellogg attacks, create a Treasure token. Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
Decimate — When Legate Lanius enters, each opponent sacrifices a tenth of the creatures they control of their choice, rounded up. Whenever an opponent sacrifices a creature, put a +1/+1 counter on Legate Lanius.
Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. (It can't be blocked by creatures with greater power.) Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Vigilance, trample Whenever a creature you control deals combat damage to a player, draw a card if that creature has a +1/+1 counter on it. If it doesn't, put a +1/+1 counter on it.
When Moira Brown enters, create a colorless Equipment artifact token named Wasteland Survival Guide with "Equipped creature gets +1/+1 for each quest counter among permanents you control" and equip {1}. Whenever you attack, put a quest counter on target nonland permanent you control.
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Ward {2} (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays {2}.) When this creature enters, target player gets four rad counters. This creature can't be blocked as long as defending player has a rad counter.
Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
Battalion — Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy's power.
Once during each of your turns, you may cast a spell from among cards in your graveyard that were milled this turn. {T}: Each player mills a card. (They each put the top card of their library into their graveyard.)
Alluring Eyes — {T}: Goad target creature an opponent controls. That player draws a card. You add {R}. (Until your next turn, that creature attacks each combat if able and attacks a player other than you if able.)
Whenever Rex deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters). Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery. Rex has all activated abilities of all cards in exile with brain counters on them.
Haste As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2. Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types. When Shaun leaves the battlefield, exile all Synth tokens you control.
Whenever you attack, you may pay {2} and sacrifice an Aura attached to Three Dog. When you sacrifice an Aura this way, for each other attacking creature you control, create a token that's a copy of that Aura attached to that creature.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — For each opponent, you create a 1/1 white Human Soldier creature token. II, III — Each player secretly votes for up to one creature, then those votes are revealed. If no creature got votes, each player draws a card. Otherwise, destroy each creature with the most votes or tied for most votes.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I — Gain control of target non-Mutant creature for as long as you control this Saga. II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types. III — Draw cards equal to the greatest power among Mutants you control.
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.) I, II — Tap up to one target creature and put a stun counter on it. You get {E}{E} (two energy counters). III — Pay any amount of {E}. If you paid one or more {E} this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.
When this creature enters, create two 1/1 white Human Soldier creature tokens. At the beginning of your end step, if another Human died under your control this turn, create a Food token.
Menace (This creature can't be blocked except by two or more creatures.) Each creature card in your graveyard has scavenge. The scavenge cost is equal to its mana cost. (Exile a creature card from your graveyard and pay its mana cost: Put a number of +1/+1 counters equal to that card's power on target creature. Scavenge only as a sorcery.)
{T}: Add one mana of any color. {3}, {T}: Up to X target creatures you control each gain haste until end of turn and can't be blocked this turn except by creatures with haste, where X is the number of Bobbleheads you control as you activate this ability.
Trample When this creature enters, you get {E}{E}{E}{E} (four energy counters). When this creature dies, you may pay an amount of {E} equal to target nonland permanent's mana value. When you do, destroy that permanent.
Flying Brotherhood Vertibird's power is equal to the number of artifacts you control. Crew 2 (Tap any number of creatures you control with total power 2 or greater: This Vehicle becomes an artifact creature until end of turn.)
Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token. (It's an artifact with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.") Fortify {3} ({3}: Attach to target land you control. Fortify only as a sorcery.)
{T}: Add one mana of any color. {4}, {T}: Create X 1/1 white Soldier creature tokens, where X is the number of Bobbleheads you control. Activate only as a sorcery.
Flying ED-E My Love — Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, put a quest counter on it. {2}, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
{T}: Add one mana of any color. {3}, {T}: Up to X target creatures you control get +1/+0 and gain indestructible until end of turn, where X is the number of Bobbleheads you control as you activate this ability. Activate only as a sorcery.
When this artifact enters, exile the top two cards of your library face down. {1}, {T}: You and target opponent each secretly choose 1, 2, or 3. Then those choices are revealed. If they match, sacrifice this artifact and put all cards exiled with it into their owners' hands. Otherwise, exile the top card of your library face down.
{T}: Add one mana of any color. {5}, {T}: Draw X cards, where X is the number of Bobbleheads you control.
{T}: Add one mana of any color. {1}, {T}: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
Whenever you cast an Aura or Equipment spell, put a +1/+1 counter on this creature. When this creature dies, create X Junk tokens, where X is the number of +1/+1 counters on it. (They're artifacts with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Equipped creature gets +3/+0 and has intimidate. (It can't be blocked except by artifact creatures and/or creatures that share a color with it.) Whenever equipped creature attacks, until the end of defending player's next turn, that player gets two rad counters whenever they cast a spell. Equip {3}
{T}: Add one mana of any color. {3}, {T}: Look at the top X cards of your library, where X is the number of Bobbleheads you control. You may cast a spell with mana value 3 or less from among them without paying its mana cost. Put the rest on the bottom of your library in a random order.
Whenever equipped creature attacks, choose one — • Sort Inventory — Draw a card, then discard a card. • Pick a Perk — Put a +1/+1 counter on that creature. • Check Map — Untap up to two target lands. Equip {2}
Flying When this Vehicle enters, create a 0/0 blue Alien creature token. Put a +1/+1 counter on it. Whenever this Vehicle attacks, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.) Crew 2
Flash When this Equipment enters, attach it to target creature you control. That creature gains shroud until end of turn. (It can't be the target of spells or abilities.) Equipped creature can't be blocked. Equip {3}
{T}: Add one mana of any color. {3}, {T}: Put X +1/+1 counters on target creature, where X is the number of Bobbleheads you control. Activate only as a sorcery.
{1}, {T}: Choose one that hasn't been chosen — • Stimpak — Draw a card. • Fancy Lads Snack Cakes — Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.") • RadAway — Target player loses all rad counters. Sacrifice this artifact.
When this Equipment enters, you get {E}{E} (two energy counters). Equipped creature gets +3/+3 and doesn't untap during its controller's untap step. At the beginning of your upkeep, you may pay {E}. If you do, untap equipped creature, then put your choice of a menace, trample, or lifelink counter on it. Equip {3}
{1}, {T}: Add {W}{B}.
This land enters with a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) {T}: Add {C}. {T}: Move a shield counter from this land onto target creature. Activate only if two or more creatures entered the battlefield under your control this turn.
{1}, {T}: Add {U}{R}.
{T}: Add {C}. {1}, {T}: You get {E} (an energy counter). {3}, {T}, Pay X {E}, Sacrifice this land: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
{T}: Add {C}. {4}{R}, {T}, Sacrifice this land: Create three Junk tokens. (They're artifacts with "{T}, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")
You may have this land enter tapped. If you do, you get two rad counters. {T}: Add {C}. {5}, {T}: Draw a card. This ability costs {1} less to activate for each rad counter you have.
{1}, {T}: Add {G}{U}.
{1}, {T}: Add {R}{W}.
{1}, {T}: Add {B}{G}.
Enchant creature Enchanted creature gets +1/+1 for each artifact and/or enchantment you control.
Choose two — • Destroy all artifacts. • Destroy all enchantments. • Destroy all creatures with mana value 3 or less. • Destroy all creatures with mana value 4 or greater.
Vigilance (Attacking doesn't cause this creature to tap.) Other Soldier creatures you control get +1/+1 and have vigilance. When this creature enters, create three 1/1 white Soldier creature tokens.
Choose one or both — • Exile target artifact. • Exile target enchantment.
Tap target creature. Metalcraft — If you control three or more artifacts, exile that creature.
Target player sacrifices an attacking creature of their choice. You create X 1/1 white Soldier creature tokens, where X is that creature's toughness.
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy all nontoken creatures.
Whenever another creature you control enters, you gain 1 life.
Creature tokens you control get +1/+1 and have vigilance.
At the beginning of each opponent's end step, if that player controls more creatures than you, create a 1/1 white Soldier creature token. At the beginning of each opponent's end step, if that player controls more lands than you, you may search your library for a basic Plains card, put it onto the battlefield tapped, then shuffle.
Enchant creature you control When this Aura enters, return any number of target Aura and/or Equipment cards from your graveyard to the battlefield attached to enchanted creature. Enchanted creature gets +1/+1 for each Aura and Equipment attached to it.
Multikicker {1}{W} (You may pay an additional {1}{W} any number of times as you cast this spell.) Creatures you control get +1/+1. When this enchantment enters, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times this enchantment was kicked.
Create X 1/1 white Soldier creature tokens. If X is 5 or more, destroy all other creatures.
Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Whenever an Equipment you control enters, you may draw a card. Metalcraft — Equipment you control have equip {0} as long as you control three or more artifacts.
Create X 1/1 white Warrior creature tokens.
Each player chooses a creature or planeswalker they control, then sacrifices the rest. Players can't cast creature or planeswalker spells until the end of your next turn.
Exile target creature. Its controller gains life equal to its power.
Choose one — • Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.) • Destroy target creature with toughness 4 or greater.
Enchant player At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
Scry 2, then draw two cards. You get {E}{E} (two energy counters).
Whenever you cast a spell, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Enchant artifact you control At the beginning of your upkeep, create a token that's a copy of enchanted artifact. Then if you control eight or more artifacts with the same name as one another, you win the game.
Draw cards equal to the greatest mana value among artifacts you control.
Draw three cards. Then discard two cards unless you discard an artifact card.
When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying. Tap two untapped artifacts you control: Target creature can't be blocked this turn.
When this enchantment enters, create a 1/1 white Human Soldier creature token. Whenever a creature you control dies, each opponent loses 1 life and you gain 1 life.
Whenever a creature dies, put a charge counter on this enchantment. At the beginning of your first main phase, add {B} for each charge counter on this enchantment.
As an additional cost to cast this spell, sacrifice an artifact or creature. Draw two cards and create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Destroy target creature or planeswalker. Each creature that convoked this spell connives. (Draw a card, then discard a card. If you discarded a nonland card, put a +1/+1 counter on that creature.)
Whenever one or more other creatures die, draw a card. This ability triggers only once each turn.
Whenever another creature you control dies, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
This spell costs {1} less to cast for each creature on the battlefield. Blasphemous Act deals 13 damage to each creature.
The owner of target permanent shuffles it into their library, then reveals the top card of their library. If it's a permanent card, they put it onto the battlefield.
Haste Lieutenant — At the beginning of combat on your turn, if you control your commander, create a 1/1 colorless Thopter artifact creature token with flying. That token gains haste until end of turn.
Enchant creature Enchanted creature has menace and "Whenever this creature deals combat damage to a player, create a Treasure token." (It can't be blocked except by two or more creatures. The token is an artifact with "{T}, Sacrifice this token: Add one mana of any color.") When enchanted creature dies, draw a card.
At the beginning of your upkeep, exile the top card of each opponent's library. Until end of turn, you may cast spells from among those exiled cards, and you may spend mana as though it were mana of any color to cast those spells.
As an additional cost to cast this spell, discard a card. Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Enchant land When this Aura enters, draw a card. Enchanted land has "{T}: Add one mana of any color."
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on that creature instead.
Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional one mana of any color.
Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.
If one or more +1/+1 counters would be put on a creature you control, that many plus one +1/+1 counters are put on it instead.
Draw three cards.
Permanents you control gain hexproof and indestructible until end of turn.
Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)
Search your library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Enchant creature Enchanted creature gets +2/+0 and has trample. When this Aura is put into a graveyard from the battlefield, return it to its owner's hand.
Enchant land Enchanted land has "{T}: Create a 1/1 green Squirrel creature token."
Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.
Enchant land Whenever enchanted land is tapped for mana, its controller adds an additional {G}.
Exile target nonland permanent. You lose 3 life.
At the beginning of your upkeep, put a muster counter on this enchantment. Then create a 1/1 red and white Soldier creature token with haste for each muster counter on this enchantment.
Equipped creature gets +2/+2 and has trample and lifelink. Equip {3}
Creatures you control have base power and toughness X/X until end of turn.
Choose one or more — • Destroy target artifact. • Destroy target creature. • Destroy target enchantment. • Destroy target land. • Destroy target planeswalker.
If one or more +1/+1 counters would be put on a creature you control, twice that many +1/+1 counters are put on it instead.
Whenever a creature you control attacks, it gets +2/+2 until end of turn.
Legendary Humans you control have indestructible. {2}{W}{B}: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste. (They can attack and {T} this turn.)
Destroy target artifact or creature. It can't be regenerated.
Destroy all nonland permanents your opponents control.
Return all artifact cards from your graveyard to the battlefield. They gain haste until end of turn.
| Card | Number | Rarity | Price |
|---|---|---|---|
Mossfire Valley | 501 | Rare | $0.90 |
Nesting Grounds | 502 | Rare | $0.87 |
Prairie Stream | 503 | Rare | $1.69 |
Rootbound Crag | 504 | Rare | $3.14 |
Scattered Groves | 505 | Rare | $0.39 |
Scavenger Grounds | 506 | Rare | $1.36 |
Shadowblood Ridge | 507 | Rare | $0.54 |
Sheltered Thicket | 508 | Rare | $0.35 |
Skycloud Expanse | 509 | Rare | $0.53 |
Smoldering Marsh | 510 | Rare | $2.67 |
Spire of Industry | 511 | Rare | $4.00 |
Sulfur Falls | 512 | Rare | $5.96 |
Sungrass Prairie | 513 | Rare | $0.48 |
Sunken Hollow | 514 | Rare | $1.68 |
Sunpetal Grove | 515 | Rare | $3.02 |
Temple of Abandon | 516 | Rare | $0.69 |
Temple of Deceit | 517 | Rare | $0.82 |
Temple of Enlightenment | 518 | Rare | $0.48 |
Temple of Epiphany | 519 | Rare | $0.61 |
Temple of Malady | 520 | Rare | $0.72 |
Temple of Malice | 521 | Rare | $0.86 |
Temple of Mystery | 522 | Rare | $0.90 |
Temple of Plenty | 523 | Rare | $0.40 |
Temple of Silence | 524 | Rare | $0.54 |
Temple of Triumph | 525 | Rare | $0.61 |
Treasure Vault | 526 | Rare | $4.89 |
Windbrisk Heights | 527 | Rare | $0.55 |
Woodland Cemetery | 528 | Rare | $3.58 |
Caesar, Legion's Emperor | 529 | Mythic | $22.30 |
Dogmeat, Ever Loyal | 530 | Mythic | $17.63 |
Dr. Madison Li | 531 | Mythic | $4.74 |
The Wise Mothman | 532 | Mythic | $28.21 |
Liberty Prime, Recharged | 533 | Mythic | $3.78 |
The Master, Transcendent | 534 | Mythic | $3.35 |
Mr. House, President and CEO | 535 | Mythic | $6.88 |
Preston Garvey, Minuteman | 536 | Mythic | $1.23 |
Aradesh, the Founder | 537 | Rare | $1.13 |
Automated Assembly Line | 538 | Rare | $1.48 |
Battle of Hoover Dam | 539 | Rare | $1.62 |
Brotherhood Outcast | 540 | Uncommon | $9.86 |
Brotherhood Scribe | 541 | Rare | $1.55 |
Codsworth, Handy Helper | 542 | Rare | $34.04 |
Commander Sofia Daguerre | 543 | Uncommon | $6.43 |
Gary Clone | 544 | Uncommon | $8.74 |
Idolized | 545 | Rare | $5.19 |
Overencumbered | 546 | Rare | $1.42 |
Overseer of Vault 76 | 547 | Rare | $0.96 |
Paladin Danse, Steel Maverick | 548 | Uncommon | $12.91 |
Pre-War Formalwear | 549 | Rare | $8.37 |
The Prydwen, Steel Flagship | 550 | Rare | $5.20 |
Securitron Squadron | 551 | Rare | $8.83 |
Sentry Bot | 552 | Rare | $1.05 |
Sierra, Nuka's Biggest Fan | 553 | Rare | $2.98 |
Vault 13: Dweller's Journey | 554 | Rare | $4.25 |
Vault 75: Middle School | 555 | Rare | $7.44 |
Vault 101: Birthday Party | 556 | Rare | $6.59 |
Yes Man, Personal Securitron | 557 | Rare | $4.76 |
Curie, Emergent Intelligence | 558 | Rare | $5.77 |
James, Wandering Dad // Follow Him | 559 | Rare | $0.80 |
Jason Bright, Glowing Prophet | 560 | Rare | $10.81 |
Mirelurk Queen | 561 | Rare | $1.61 |
Nerd Rage | 562 | Uncommon | $14.26 |
Nick Valentine, Private Eye | 563 | Rare | $1.87 |
Piper Wright, Publick Reporter | 564 | Rare | $4.53 |
Radstorm | 565 | Rare | $12.18 |
Robobrain War Mind | 566 | Uncommon | $5.85 |
Struggle for Project Purity | 567 | Rare | $4.84 |
Synth Infiltrator | 568 | Rare | $2.57 |
Vexing Radgull | 569 | Uncommon | $15.05 |
Bloatfly Swarm | 570 | Uncommon | $7.76 |
Butch DeLoria, Tunnel Snake | 571 | Uncommon | $14.59 |
Feral Ghoul | 572 | Rare | $3.79 |
Hancock, Ghoulish Mayor | 573 | Rare | $6.43 |
Infesting Radroach | 574 | Uncommon | $13.10 |
Nuclear Fallout | 575 | Rare | $13.15 |
Ruthless Radrat | 576 | Uncommon | $10.64 |
Screeching Scorchbeast | 577 | Rare | $8.10 |
V.A.T.S. | 578 | Rare | $7.34 |
Vault 12: The Necropolis | 579 | Rare | $7.17 |
Wasteland Raider | 580 | Rare | $1.32 |
Acquired Mutation | 581 | Uncommon | $10.16 |
Assaultron Dominator | 582 | Rare | $2.68 |
Bottle-Cap Blast | 583 | Uncommon | $42.01 |
Crimson Caravaneer | 584 | Uncommon | $4.96 |
Duchess, Wayward Tavernkeep | 585 | Rare | $0.66 |
Grim Reaper's Sprint | 586 | Rare | $3.07 |
Ian the Reckless | 587 | Uncommon | $7.23 |
Junk Jet | 588 | Rare | $0.66 |
Megaton's Fate | 589 | Rare | $1.50 |
The Motherlode, Excavator | 590 | Rare | $1.36 |
Mysterious Stranger | 591 | Rare | $5.92 |
Plasma Caster | 592 | Rare | $1.75 |
Powder Ganger | 593 | Rare | $0.61 |
Rose, Cutthroat Raider | 594 | Rare | $4.24 |
Synth Eradicator | 595 | Rare | $1.76 |
Thrill-Kill Disciple | 596 | Rare | $0.69 |
Vault 21: House Gambit | 597 | Rare | $6.91 |
Veronica, Dissident Scribe | 598 | Rare | $1.03 |
Wild Wasteland | 599 | Rare | $3.91 |
Animal Friend | 600 | Rare | $1.96 |
Bighorner Rancher | 601 | Uncommon | $12.58 |
Break Down | 602 | Uncommon | $2.61 |
Cathedral Acolyte | 603 | Uncommon | $9.56 |
Glowing One | 604 | Uncommon | $23.12 |
Gunner Conscript | 605 | Uncommon | $2.57 |
Harold and Bob, First Numens | 606 | Rare | $1.17 |
Lily Bowen, Raging Grandma | 607 | Rare | $2.05 |
Lumbering Megasloth | 608 | Uncommon | $8.01 |
Power Fist | 609 | Rare | $15.88 |
Rampaging Yao Guai | 610 | Rare | $5.70 |
Strong Back | 611 | Rare | $5.43 |
Strong, the Brutish Thespian | 612 | Rare | $1.15 |
Super Mutant Scavenger | 613 | Uncommon | $10.34 |
Tato Farmer | 614 | Rare | $2.45 |
Watchful Radstag | 615 | Rare | $5.31 |
Well Rested | 616 | Uncommon | $18.65 |
Agent Frank Horrigan | 617 | Rare | $14.71 |
Almost Perfect | 618 | Rare | $1.82 |
Alpha Deathclaw | 619 | Rare | $7.32 |
Arcade Gannon | 620 | Rare | $1.12 |
Armory Paladin | 621 | Rare | $3.59 |
Atomize | 622 | Rare | $15.87 |
Boomer Scrapper | 623 | Rare | $0.87 |
Cait, Cage Brawler | 624 | Rare | $0.97 |
Cass, Hand of Vengeance | 625 | Rare | $1.16 |
Colonel Autumn | 626 | Rare | $1.55 |
Contaminated Drink | 627 | Uncommon | $5.62 |
Craig Boone, Novac Guard | 628 | Uncommon | $23.17 |
Desdemona, Freedom's Edge | 629 | Rare | $0.69 |
Elder Arthur Maxson | 630 | Rare | $1.14 |
Elder Owyn Lyons | 631 | Uncommon | $4.69 |
Electrosiphon | 632 | Rare | $5.13 |
Inventory Management | 633 | Rare | $21.54 |
Kellogg, Dangerous Mind | 634 | Rare | $8.69 |
Legate Lanius, Caesar's Ace | 635 | Uncommon | $13.84 |
MacCready, Lamplight Mayor | 636 | Rare | $9.40 |
Marcus, Mutant Mayor | 637 | Rare | $2.02 |
Moira Brown, Guide Author | 638 | Rare | $0.81 |
Mutational Advantage | 639 | Rare | $11.33 |
Nightkin Ambusher | 640 | Uncommon | $6.90 |
The Nipton Lottery | 641 | Rare | $1.06 |
Paladin Elizabeth Taggerdy | 642 | Rare | $1.46 |
Raul, Trouble Shooter | 643 | Uncommon | $19.38 |
Red Death, Shipwrecker | 644 | Rare | $5.17 |
Rex, Cyber-Hound | 645 | Rare | $0.96 |
Sentinel Sarah Lyons | 646 | Rare | $1.52 |
Shaun, Father of Synths | 647 | Rare | $2.69 |
Three Dog, Galaxy News DJ | 648 | Rare | $1.25 |
Vault 11: Voter's Dilemma | 649 | Rare | $2.27 |
Vault 87: Forced Evolution | 650 | Rare | $3.08 |
Vault 112: Sadistic Simulation | 651 | Rare | $6.22 |
White Glove Gourmand | 652 | Uncommon | $2.80 |
Young Deathclaws | 653 | Uncommon | $5.64 |
Agility Bobblehead | 654 | Uncommon | $19.60 |
Behemoth of Vault 0 | 655 | Uncommon | $16.06 |
Brotherhood Vertibird | 656 | Rare | $2.56 |
C.A.M.P. | 657 | Uncommon | $6.55 |
Charisma Bobblehead | 658 | Uncommon | $19.77 |
ED-E, Lonesome Eyebot | 659 | Rare | $1.11 |
Endurance Bobblehead | 660 | Uncommon | $20.77 |
Expert-Level Safe | 661 | Uncommon | $4.44 |
Intelligence Bobblehead | 662 | Uncommon | $23.08 |
Luck Bobblehead | 663 | Uncommon | $41.33 |
Mister Gutsy | 664 | Rare | $1.28 |
Nuka-Cola Vending Machine | 665 | Uncommon | $49.07 |
Nuka-Nuke Launcher | 666 | Rare | $1.29 |
Perception Bobblehead | 667 | Uncommon | $15.43 |
Pip-Boy 3000 | 668 | Rare | $16.68 |
Recon Craft Theta | 669 | Rare | $4.64 |
Silver Shroud Costume | 670 | Uncommon | $48.92 |
Strength Bobblehead | 671 | Uncommon | $24.86 |
Survivor's Med Kit | 672 | Uncommon | $6.25 |
T-45 Power Armor | 673 | Rare | $2.48 |
Desolate Mire | 674 | Rare | $2.92 |
Diamond City | 675 | Rare | $4.05 |
Ferrous Lake | 676 | Rare | $2.47 |
HELIOS One | 677 | Rare | $4.93 |
Junktown | 678 | Rare | $1.26 |
Mariposa Military Base | 679 | Rare | $1.80 |
Overflowing Basin | 680 | Rare | $1.07 |
Sunscorched Divide | 681 | Rare | $2.48 |
Viridescent Bog | 682 | Rare | $1.99 |
All That Glitters | 683 | Common | $10.51 |
Austere Command | 684 | Rare | $3.18 |
Captain of the Watch | 685 | Rare | $0.99 |
Crush Contraband | 686 | Uncommon | $4.56 |
Dispatch | 687 | Uncommon | $27.47 |
Entrapment Maneuver | 688 | Rare | $1.34 |
Hour of Reckoning | 689 | Rare | $0.94 |
Impassioned Orator | 690 | Common | $5.61 |
Intangible Virtue | 691 | Uncommon | $11.68 |
Keeper of the Accord | 692 | Rare | $2.30 |
Mantle of the Ancients | 693 | Rare | $3.13 |
Marshal's Anthem | 694 | Rare | $0.81 |
Martial Coup | 695 | Rare | $0.76 |
Open the Vaults | 696 | Rare | $1.68 |
Path to Exile | 697 | Uncommon | $33.37 |
Puresteel Paladin | 698 | Rare | $5.93 |
Secure the Wastes | 699 | Rare | $3.59 |
Single Combat | 700 | Rare | $1.60 |
Swords to Plowshares | 701 | Uncommon | $18.93 |
Valorous Stance | 702 | Uncommon | $1.47 |
Fraying Sanity | 703 | Rare | $1.25 |
Glimmer of Genius | 704 | Uncommon | $4.52 |
Inexorable Tide | 705 | Rare | $4.87 |
Mechanized Production | 706 | Mythic | $7.54 |
One with the Machine | 707 | Rare | $0.86 |
Thirst for Knowledge | 708 | Uncommon | $5.57 |
Whirler Rogue | 709 | Uncommon | $7.42 |
Bastion of Remembrance | 710 | Uncommon | $19.11 |
Black Market | 711 | Rare | $4.91 |
Deadly Dispute | 712 | Common | $12.71 |
Lethal Scheme | 713 | Rare | $2.10 |
Morbid Opportunist | 714 | Uncommon | $7.46 |
Pitiless Plunderer | 715 | Uncommon | $27.97 |
Blasphemous Act | 716 | Rare | $6.50 |
Chaos Warp | 717 | Rare | $1.75 |
Loyal Apprentice | 718 | Uncommon | $28.38 |
Sticky Fingers | 719 | Common | $24.55 |
Stolen Strategy | 720 | Rare | $1.00 |
Unexpected Windfall | 721 | Common | $19.15 |
Abundant Growth | 722 | Common | $2.95 |
Branching Evolution | 723 | Rare | $9.39 |
Cultivate | 724 | Uncommon | $24.49 |
Farseek | 725 | Common | $16.19 |
Fertile Ground | 726 | Common | $11.46 |
Guardian Project | 727 | Rare | $13.48 |
Hardened Scales | 728 | Rare | $8.82 |
Harmonize | 729 | Uncommon | $4.43 |
Heroic Intervention | 730 | Rare | $15.14 |
Inspiring Call | 731 | Uncommon | $21.32 |
Rampant Growth | 732 | Common | $14.41 |
Rancor | 733 | Uncommon | $15.24 |
Squirrel Nest | 734 | Uncommon | $8.70 |
Tireless Tracker | 735 | Rare | $2.14 |
Wild Growth | 736 | Common | $27.68 |
Anguished Unmaking | 737 | Rare | $4.88 |
Assemble the Legion | 738 | Rare | $2.22 |
Behemoth Sledge | 739 | Uncommon | $5.48 |
Biomass Mutation | 740 | Rare | $0.77 |
Casualties of War | 741 | Rare | $3.23 |
Corpsejack Menace | 742 | Uncommon | $11.98 |
Fervent Charge | 743 | Rare | $1.82 |
Find // Finality | 744 | Rare | $1.81 |
General's Enforcer | 745 | Uncommon | $20.90 |
Heroic Reinforcements | 746 | Uncommon | $4.94 |
Putrefy | 747 | Uncommon | $7.46 |
Ruinous Ultimatum | 748 | Rare | $6.08 |
Wake the Past | 749 | Rare | $1.36 |
Wear // Tear | 750 | Uncommon | $19.92 |