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The Wise Mothman

~$0.42 low · ~$191.70 high

Multicolor. Legendary Creature — Insect Mutant

one generic manaone black manaone green manaone blue mana

0004 · PIP · M · ENWhat the codes mean

The Wise Mothman

Fallout #4 · Illustrated by Sergei Leoluch Panin

What is The Wise Mothman worth?

Cheapest copy

~$0.42

Etched foil · Fallout #1067

Buy on TCGplayer

Highest TCGplayer price

~$191.70

Showcase foil · Fallout #871

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8 prices from $0.42 to $191.70. 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

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.

3/3

All 6 printings of The Wise Mothman

PrintingRarityNon-foilFoilEtched foilCardmarket (EUR)My collection
Secret Lair Drop #2455
Secret Lair Drop
sld #2455· 2026Borderlessmythic· Cardmarket €10.57 · €11.86 foil
mythic$12.40$12.08No etched foil printing€10.57€11.86 foil
Fallout #343
Fallout
pip #343· 2024Showcasemythic· Cardmarket €7.60 · €9.38 foil
mythic$14.16$15.49No etched foil printing€7.60€9.38 foil
Fallout #532
Fallout
pip #532· 2024Surge Foilmythic· Cardmarket €13.30 foil
mythicNo non-foil printing$17.82No etched foil printing€13.30 foil
Fallout #871
Fallout
pip #871· 2024ShowcaseSurge Foilmythic· Cardmarket €146.70 foil
mythicNo non-foil printing$191.70No etched foil printing€146.70 foil
Fallout #1067
Fallout
pip #1067· 2024mythic
mythicNo non-foil printingNo foil printing$0.42—

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

Where to buy The Wise Mothman

Graded copies on eBay

Searches for the Fallout #871 printing.

Graded prices vary a lot by grade. These links search current listings.

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Card details

First printed
2024
Printings
6
Mana value
4
EDHREC rank
#3,734 on EDHREC (Commander popularity)
Keywords
Flying
Artists
Chris Seaman, Sergei Leoluch Panin, David Gaillet

What the codes mean

The small print at the bottom of the Fallout card (#4).

0004 · PIP · M · EN

  • 0004Collector number: this card's place in the set list.
  • PIPSet code for Fallout
  • MMythic rare
  • ENPrinted in English
  • ★Foil. On foil cards a star replaces the dot between the set code and the language code.

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

Rulings (9)

  1. 2024-03-08

    If more than one player is instructed to mill at the same time (by the activated ability of Raul, Trouble Shooter, for example), as long as at least one nonland card is milled, The Wise Mothman’s last ability will trigger just once.

  2. 2024-03-08

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

  3. 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.

  4. 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.

  5. 2024-03-08

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

  6. 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.

  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 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.

  9. 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.

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