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Megaton's Fate

~$0.36 low · ~$3.29 high

Red. Sorcery

five generic manaone red mana

0061 · PIP · R · ENWhat the codes mean

Megaton's Fate

Fallout #61 · Illustrated by Chris Cold

What is Megaton's Fate worth?

Cheapest copy

~$0.36

Non-foil · Fallout #61

Buy on TCGplayer

Highest TCGplayer price

~$3.29

Extended Art foil · Fallout #916

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6 prices from $0.36 to $3.29. 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

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.

Do the right thing—or the wrong thing.

All 4 printings of Megaton's Fate

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Fallout #388
Fallout
pip #388· 2024Extended Artrare· Cardmarket €0.40 · €0.69 foil
rare$0.73$0.82€0.40€0.69 foil
Fallout #589
Fallout
pip #589· 2024Surge Foilrare· Cardmarket €1.46 foil
rareNo non-foil printing$1.49€1.46 foil
Fallout #916
Fallout
pip #916· 2024Extended ArtSurge Foilrare· Cardmarket €1.24 foil
rareNo non-foil printing$3.29€1.24 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 Megaton's Fate

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Card details

First printed
2024
Printings
4
Mana value
6
EDHREC rank
#9,121 on EDHREC (Commander popularity)
Keywords
Treasure, Disarm, Detonate
Artist
Chris Cold

What the codes mean

The small print at the bottom of the Fallout card (#61).

0061 · PIP · R · EN

  • 0061Collector 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 (8)

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 2024-03-08

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

  6. 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.

  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

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

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