5, Mar, 24

The 13 Best MTG Fallout Cards!

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Article at a Glance

MTG Fallout releases in just a few days, at least at the time of writing. Four new Commander decks bringing new tricks will be available for players to try for themselves. This release is quite similar to the Doctor Who Universes Beyond one that released at the end of last year. Overall, it will contain four preconstructed Commander decks and Collector Boosters with some special reprints, including one that was worth well over $200 when it was announced.

Sadly, for players hoping to to go hunting for some serialized Bobbleheads, Collector Boosters look particularly difficult to hunt down thanks to supply issues. If you want to get your hands on some of these boxes, watch how the market fluctuates carefully.

For those who are more excited about all the new goodies that MTG Fallout has to offer, we’re here to rank what we think are the best new cards coming out in the MTG Fallout Universes Beyond release. This means that we will not be ranking reprints in any way, shape or form in this article.

Of course, it’s important to keep in mind with this ranking that all of these new MTG Fallout cards are Commander legal. This means that you can only really play them in Commander, Legacy and Vintage. Pauper also applies for new commons. As such, we will be ranking these cards with these formats in mind, but this ranking will focus more on Commander than the other formats.

Let’s take a look!

Honorable Mention: Luck Bobblehead

Is Luck Bobblehead good? No. That said, this card is definitely the flashiest one released in MTG Fallout, and will make some new EDH decks that are trying to win with the card.

The math involved with Luck Bobblehead is not in your favor. Winning with this card is far from trivial, and involves making around fifty copies of the Bobblehead to get the best odds of winning. We talk about it more here.

Luck Bobblehead is definitely not one of the best MTG Fallout cards, but it is one of the most noteworthy. For that reason, we decided to include it as an honorable mention.

The Master, Transcendent

For everyone who was hoping that Fallout’s first villain would get a powerful card, we certainly think this does some justice! The Master, Transcendent is the alternative Commander for the Mutant Menace deck. While the Mothman is definitely the better Commander out-of-box, that doesn’t mean that The Master, Transcendent isn’t a good Magic card. It just means that building around this card requires different tools.

Reanimator effects are incredibly powerful in the Commander format. Being able to cheat out a high-value creature like Ulamog, the Ceaseless Hunger on turn one can really shift the dynamic of a game. You can’t quite do that with The Master, Transcendent, but this is a great tool to cheat out creatures with powerful abilities ahead of schedule.

Combining effects that stack the top of your deck like Brainstorm and creatures with powerful effects like Muldrotha, the Gravetide and the new Conspiracy Unraveler can create some massive value alongside The Master. Just get some mill going, and you can reanimate these powerful cards as 3/3s.

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Automated Assembly Line

Automated Assembly Line is something that gets better with context. This card doesn’t seem too innocuous at first glance, but this crazy Energy generator does create infinite combos.

As we covered in a separate article, as long as you have three Energy, Gonti’s Aether Heart and Decoction Module in play, you can create infinite 3/3 colorless Robot artifact creature tokens. Whirler Virtuoso also works with this infinite. If you have enough energy to sacrifice your Aether heart, you can even take an extra turn and attack for lethal.

In a themed deck with a lot of artifacts that cares about energy, Automated Assembly Line can do a ton of work. You do need to build around this in order for it to be worthwhile, however, which certainly limits its usage. Still, enabling an infinite combo makes it a decent card in our books.

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Strong Back

Strong Back

Strong Back is a new, incredibly powerful Aura for Voltron decks that want to go tall. Not only will Strong Back buff your creature up immensely with multiple Auras and Equipment attached, but it will also make those Auras and equipment easy to attach to your creature. The Equip discount is particularly potent, allowing you to bypass equip costs on a majority of popular equipment.

Strong Back is a big upgrade for Voltron decks everywhere, but that’s where it stops. There aren’t any other decks that really care for this card and, as a result, while Strong Back is fantastic for the Voltron archetype, we ranked it lower than cards that could have more universal appeal.

ED-E, Lonesome Eyebot

Ed-E, as long as you’re attacking consistently, can easily become a massive one-time refill option for your hand. Of course, this card lends itself better to decks that go wide, but even if you’re not planning on attacking with a wide board of creatures, Proliferate can still do a ton of work. You just need to attack with one creature to get the Quest Counters rolling. It doesn’t even need to be ED-E itself.

Like many of the other cards on this list, Ed-E is not a card that every deck wants. This plays its best roles in go-wide, Proliferate, or artifact creature strategies where ED-E can either be enabled to the extreme, or it can synergize with other effects in the deck.

Tato Farmer

I’ll be frank. Tato Farmer is my favorite card in the set, and I could easily rank it much higher than it has been. Any deck that’s interested in interacting with the grave is going to want to use this card. Tato Farmer is both a mill enabler and can ramp you every turn, so long as you mill some lands. Rad Counters that it provides helps you mill into more material.

As far as pure ramp goes, however, Tato Farmer is beat by a multitude of other options. You really need to have additional synergies with milling your cards for Tato Farmer to be worth your time. As long as you’re consistently playing lands, however, Tato Farmer can keep racking up Rad Tokens, milling cards and ramping even further. Since this card can technically ramp you repetitively, it may be better than it looks, especially in Landfall decks.

Vault 11: Voter’s Dilemma

Vault 11: Voter's Dilemma

Vault 11: Voter’s Dilemma rewards a brilliant politician. Table talking can allow this card to blow up eight problematic creatures, which is rather unheard of for just four mana. Sure, sometimes you’ll need to concede a permanent or two, but sacrificing some of your creatures to target and destroy multiple others is still a trade usually worth taking.

If you can warp voting in your favor with cards like The Valeyard and Tivit, Seller of Secrets, you can really ensure that a problematic permanent that you need destroyed is dealt with through Voter’s Dilemma. The card even creates a few soldiers for you to boot.

That said, while the floor on this card is not that bad, it is a lot worse than when you can convince the table of your plan. More often than not, this will destroy the scariest creature on the board twice and grant you some tokens, which is still a decent card.

As long as you are skilled at convincing the table to go along with your antics, it’s hard to go wrong with a card like Vault 11: Voter’s Dilemma.

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Raul, Trouble Shooter

Similar to The Master, Transcendent, Raul, Trouble Shooter wants to mill cards into your grave and get them onto the battlefield – or cast them, at least. Raul is a lot more flexible than The Master, but cannot set up plays that are quite as explosive as easily. Still, in Commander, flexibility is king.

If you can fill your deck with cheap instant effects, Raul can create a scary amount of value. Since Raul allows you to cast a milled card every turn, the card can potentially, offer four cards’ worth of card advantage in one rotation of the table. Combine Raul with effects like Vedalken Orrery so you aren’t just limited to casting instant speed spells on your opponent’s turns, and you can pull ahead on card advantage incredibly easily.

You don’t even need to be making flashy plays with Raul. All you really need is a steady stream of card advantage that helps you make larger plays on your turn. Cards like Consider and Mishra’s Bauble, when milled, is basically just free card draw combined with Raul. Mill also means that this deck has a natural win condition built-in. Whether Raul is your Commander, or just helping make your mill deck flow smoothly, there’s a lot of power to be had here! I would not be surprised if Raul ends up being stronger than some of the better cards on this list.


Unless you’re playing cEDH, Atomize is a borderline auto-include in many Golgari EDH decks, as long as you can reliably make some use of the Proliferate effect.

Because of how many different strategies and card types you can run into in Commander, versatility is king. Cards that can remove any potential threat, for this reason, are quite valuable. Atomize offers a destruction effect that would already have some players considering this card. Add in the additional benefit of Proliferating, and if your deck can take advantage of this even remotely, Atomize turns into a fantastic card.

This card isn’t particularly flashy, but Atomize does offer a flexible removal spell with an added benefit for a decent price. Will this break Commander? Absolutely not. It’s still a decent card, though.

Mysterious Stranger

Mysterious Stranger is quite a powerful card that can be included in a variety of different Commander strategies. The card’s effectiveness does depend a bit on opposing cards played, but this card should be an efficient two-for-one a majority of the time. You can supplement powerful instants and sorceries to up the potential of this card, but more often than not, even the opponent’s cards will be enough to make Mysterious Stranger worth it. Who wants to play bad cards in their decks?

Thanks to this being an ETB effect, Panharmonicon and Blink shenanigans can make Mysterious Stranger even more powerful than anticipated. Combine this with its Flash keyword, and you can even resolve sorcery speed cards in an instant!


Radstorm may not have a lot of text, but this card is capable of doing a lot in the right deck. Storm and Proliferate put together is an incredibly scary combination, capable of scaling Planeswalkers to their Ultimates in the blink of an eye. Many of these effects, like Nicol Bolas, Dragon-God, end the game on the spot.

Whether you’re using +1/+1 counters, Loyalty counters or, really, any counter that can be proliferated to strong effect, like a Poison counter, this card seems quite powerful. While the sky is limitless with this card, do make sure you can Storm off a reasonable amount to make Radstorm worth including in your deck. In the right deck, this Proliferate effect is fantastic. In the wrong deck, Radstorm is simply an overpriced Proliferate effect. The card being rather inflexible is a big knock against it, but unlock the power of the Radstorm, and you will leave your opponents in the dust.


V.A.T.S. is a Split Second piece of removal that can take care of any creature, but can occasionally deal with multiple creatures without being responded to. This should be enough for V.A.T.S. to warrant a spot in almost any deck that can run it.

While this card is capable of dealing with dangerous threats, you can also use it to deal with massive token-based boards, granting the card even more flexibility. This may be the most popular card from the MTG Fallout set simply because its generically good, can deal with the occasional wide board, and Split Second makes it really difficult to stop this card.

Of all the cards on this list that could have potential in formats other than Commander, I think V.A.T.S. has the highest. Four mana is a massive ask in formats like Legacy, but removal that cannot be responded to, which occasionally blows up multiple things, is worth that cost. Keep an eye on this one.

Nuclear Fallout

Nuclear Fallout can play a lot of different roles in your Commander games. If you need a board wipe, Nuclear Fallout should have you covered. For, let’s say, five mana, this should be able to take care of most problematic threats that appear in the mid-game. If you need more mana to wipe out behemoths later on, chances are that it is available for you. As a board wipe, this isn’t fantastic, but it is passable. Being able to get rid of Indestructible creatures is a relevant bonus.

This can also act as a mill engine that hurts opponents. This is probably the way to use Nuclear Fallout, but wiping the board in the process is quite powerful.

Where this card really starts to take off, however, is that it can also function as a win condition. Nuclear Fallout has Torment of Hailfire vibes. That win condition is a particularly popular one in the Commander format once infinite mana has been assembled. This can work much the same.

Thanks to giving players an infinite number of Rad Counters, Nuclear Fallout should be able to mill all your opponents before it mills you. As long as they’re milling more than 40 permanents (which is rather likely), they should die on the spot.

With that in mind, Nuclear Fallout can function as both a board wipe and a win condition. Flexibility and adapting to the game state is key in Commander, making Nuclear Fallout a high-potential card in our books.

Nuka-Cola Vending Machine

This was one of the first MTG Fallout cards revealed to players, and it also looks like one of, if not, the strongest MTG Fallout card of them all. Nuka-Cola Vending Machine is a disgustingly powerful upgrade to Food decks everywhere. Considering that Food was a theme in both the recent Lord of the Rings: Tales of Middle-earth and Wilds of Eldraine sets, there should be no shortage of decks that want this.

Nuka-Cola Vending Machine has the ability to turn your Food into Treasures, flavorfully replicating the currency reflected by the bottle caps of Fallout’s signature drink. Sadly, the Treasure Tokens it creates enter tapped. Honestly, this may be a blessing in disguise, as an untapped Treasure Token could make this card incredibly problematic.

Either way, it’s not difficult to make this card absolutely absurd. Combining this with Academy Manufactor is a quick way to create a ton of tokens. Just note that all of your tokens created with replacement effects will enter tapped, just like the original. That said, Nuka Cola Vending Machine can create Food, and Manufactor can help pay the activation cost of that ability.

If you want your Treasure Tokens to enter untapped, Amulet of Vigor and Archelos, Lagoon Mystic are your best bets. This can create situations where you’re able to create infinite mana and win the game on the spot.

The ceiling for Nuka-Cola Vending Machine is incredibly high, while the floor, in a Food deck, will create a lot of mana, making it rather strong as well.

A Less Powerful Set for Themeless Decks

Honestly, when looking through these MTG Fallout cards, none of them really screamed at me in terms of having cEDH or generically powerful potential in other formats. There are a lot of powerful upgrades to the archetypes tackled with these Commander decks, like Inventory Management for equipment decks and Strong Back for Voltron decks, but as far as universal cards go, there aren’t a lot here. Many cards, when built around, can create some absolutely disgusting value, but many of the cards here either fit into established themes or need a lot of support to shine. There aren’t a lot cards that are just generically good.

For players who are interested in exploring Energy, Quest Counters, Voltron, Rad Counters/Proliferate, mill and Aristocrat synergies, there’s a lot of cool tools in the MTG Fallout Commander decks. If you’re simply looking for generically powerful cards to add to your cEDH decks, while there may be a hidden gem somewhere (V.A.T.S.), most of these cards won’t make the cut.

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