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C.A.M.P.

~$0.26 low · ~$5.43 high

Colorless. Artifact — Fortification

three generic mana

0129 · PIP · U · ENWhat the codes mean

C.A.M.P.

Fallout #129 · Illustrated by Tomas Duchek

What is C.A.M.P. worth?

Cheapest copy

~$0.26

Non-foil · Fallout #129

Buy on TCGplayer

Highest TCGplayer price

~$5.43

Surge Foil foil · Fallout #657

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3 prices from $0.26 to $5.43. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

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 "tap this permanent, Sacrifice this token: Exile the top card of your library. You may play that card this turn. Activate only as a sorcery.")

Fortify three generic mana (three generic mana: Attach to target land you control. Fortify only as a sorcery.)

All 2 printings of C.A.M.P.

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Fallout #657
Fallout
pip #657· 2024Surge Foiluncommon· Cardmarket €2.47 foil
uncommonNo non-foil printing$5.43€2.47 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

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Card details

First printed
2024
Printings
2
Mana value
3
EDHREC rank
#14,232 on EDHREC (Commander popularity)
Keywords
Fortify
Artist
Tomas Duchek

What the codes mean

The small print at the bottom of the Fallout card (#129).

0129 · PIP · U · EN

  • 0129Collector number: this card's place in the set list.
  • PIPSet code for Fallout
  • UUncommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Card breakdown

The parts of C.A.M.P., read from the Fallout printing. Tap a label to highlight its line. How to read any Magic card.

  • Top: name and cost
  • Art and type line
  • Text box
  • Bottom: stats and the info line
C.A.M.P. from Fallout, with each part labelled

The info line, magnified

Swipe to see the whole line.

Top: name and cost

Art and type line

Text box

Bottom: stats and the info line

Keywords

FortifyCR 702.67
Defined in the Comprehensive Rules at the rule above.

Rule numbers from the Magic Comprehensive Rules, version of September 25, 2026.

Rulings (5)

  1. 2024-03-08

    Fortification is to lands what Equipment is to creatures. Except for the difference regarding what type of permanent they can be attached to, Fortifications and Equipment follow the same rules.

  2. 2024-03-08

    If the fortified land produced more than one color of mana, you'll create a Junk token as long as the target creature is at least one of those colors.

  3. 2024-03-08

    You can't sacrifice a Junk token to pay multiple costs. For example, you can't sacrifice a Junk token to activate its own ability and also to activate the second ability of Junk Jet.

  4. 2024-03-08

    Some spells and abilities that create Junk tokens may require targets. If each target chosen is illegal as that spell or ability tries to resolve, it won't resolve and none of its effects happen. You won't create any Junk tokens.

  5. 2024-03-08

    You pay all costs and follow all normal timing rules for the card played from exile with a Junk token's ability. For example, if the exiled card is a land card, you may play it only during your main phase while the stack is empty.

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