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Feral Ghoul

~$2.09 low · ~$12.45 high

Black. Creature — Zombie Mutant

two generic manaone black mana

0044 · PIP · R · ENWhat the codes mean

Feral Ghoul

Fallout #44 · Illustrated by Sergio Cosmai

What is Feral Ghoul worth?

Cheapest copy

~$2.09

Non-foil · Fallout #44

Buy on TCGplayer

Highest TCGplayer price

~$12.45

Extended Art foil · Fallout #909

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6 prices from $2.09 to $12.45. 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

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.

2/2

All 4 printings of Feral Ghoul

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Fallout #381
Fallout
pip #381· 2024Extended Artrare· Cardmarket €1.98 · €2.40 foil
rare$5.02$5.99€1.98€2.40 foil
Fallout #572
Fallout
pip #572· 2024Surge Foilrare· Cardmarket €3.36 foil
rareNo non-foil printing$8.51€3.36 foil
Fallout #909
Fallout
pip #909· 2024Extended ArtSurge Foilrare· Cardmarket €4.23 foil
rareNo non-foil printing$12.45€4.23 foil

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

Where to buy Feral Ghoul

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Card details

First printed
2024
Printings
4
Mana value
3
EDHREC rank
#4,209 on EDHREC (Commander popularity)
Keywords
Menace
Artist
Sergio Cosmai

What the codes mean

The small print at the bottom of the Fallout card (#44).

0044 · PIP · R · EN

  • 0044Collector number: this card's place in the set list.
  • PIPSet code for Fallout
  • RRare
  • ENPrinted in English

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

Rulings (9)

  1. 2024-03-08

    The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.

  2. 2024-03-08

    Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.

  3. 2024-03-08

    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.

  4. 2024-03-08

    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.

  5. 2024-03-08

    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.

  6. 2024-03-08

    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

  7. 2024-03-08

    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.”

  8. 2024-03-08

    Use Feral Ghoul’s power as it last existed on the battlefield to determine how many rad counters each opponent gets.

  9. 2024-03-08

    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.

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