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Glowing One

~$1.66 low · ~$43.77 high

Green. Creature — Zombie Mutant

two generic manaone green mana

Glowing One

Fallout #76 · Illustrated by Liiga Smilshkalne

What is Glowing One worth?

Cheapest copy

~$1.66

Non-foil · Fallout #76

Buy on TCGplayer

Highest TCGplayer price

~$43.77

Surge Foil foil · Fallout #604

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3 prices from $1.66 to $43.77. 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

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.

2/2

The glowing one mumbles something and then falls silent. He drools uncontrollably.

All 2 printings of Glowing One

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Fallout #604
Fallout
pip #604· 2024Surge Foiluncommon· Cardmarket €16.89 foil
uncommonNo non-foil printing$43.77€16.89 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 Glowing One

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Card details

First printed
2024
Printings
2
Mana value
3
EDHREC rank
#4,621 on EDHREC (Commander popularity)
Keywords
Mill, Deathtouch
Artist
Liiga Smilshkalne

Rulings (9)

  1. 2024-03-08

    If a player is instructed to mill more than one card, Glowing One’s last ability will trigger once for each nonland card they mill during that instruction. For example, a player with four rad counters will mill four cards at the beginning of their precombat main phase. If all four of those cards are nonland cards, Glowing One’s ability triggers four times.

  2. 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.

  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

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

  5. 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.

  6. 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.”

  7. 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.

  8. 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.

  9. 2024-03-08

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

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