Rounding out the Fallout pre-cons is Science!, a Jeskai deck featuring high technology and new cards utilizing one of Magic’s most powerful alternate resources that has not returned in quite some time, Energy.
First we’ll take a brief look back at Energy and what made it absurdly busted when it was first printed. Then we’ll take a look at the new Science! deck and examine if it looks too good to be true.
Does this look like a Banned card?

It may be hard to believe, but both
Rogue Refiner
Rogue Refiner
When this creature enters, draw a card and you get {E}{E} (two energy counters).
and
Attune with Aether
Attune with Aether
Search your library for a basic land card, reveal it, put it into your hand, then shuffle. You get {E}{E} (two energy counters).
were so format warping that they were banned in Standard. Temur Energy was simply too good at the time.
The concept of Energy was, at its core, excellent. Making a card have a fractional additional value represented in Energy made sense. Balancing a one mana card versus a two mana card could be tricky. Energy tried to bump a card effect by half a mana or a quarter of a mana. That was the idea. at least. However, it proved far better than expected.
By providing scaling, Energy made many cards like
Harnessed Lightning
Harnessed Lightning
Choose target creature. You get {E}{E}{E} (three energy counters), then you may pay any amount of {E}. Harnessed Lightning deals that much damage to that creature.
and
Confiscation Coup
Confiscation Coup
Choose target artifact or creature. You get {E}{E}{E}{E} (four energy counters), then you may pay an amount of {E} equal to that permanent's mana value. If you do, gain control of it.
fight way outside of their weight class for too little mana. At the same time, you had beaters like Longtooth Cub which was a completely legitimate threat and also Whirler Virtuoso that could alternatively go wide. Now let us return back to the future with Science!
The goal of Every Advanced Civilization, Free Energy

With over 30 artifacts and artifact creatures,
Dr. Madison Li
Dr. Madison Li
Whenever you cast an artifact spell, you get {E} (an energy counter).
{T}, Pay {E}: Target creature gets +1/+0 and gains trample and haste until end of turn.
{T}, Pay {E}{E}{E}: Draw a card.
{T}, Pay {E}{E}{E}{E}{E}: Return target artifact card from your graveyard to the battlefield tapped.
has plenty of fuel. A commander that is an automatic Haste enabler while adding Trample and an additional +1/+0 thrown in is decent. Add card draw and recursion to the total package for only three mana, and you’re looking at something very functional.
The deck also features some massive artifact helpers in the form of reprints of
Panharmonicon
Panharmonicon
If an artifact or creature entering causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time.
and
Mystic Forge
Mystic Forge
You may look at the top card of your library any time.
You may cast artifact spells and colorless spells from the top of your library.
{T}, Pay 1 life: Exile the top card of your library.
, so the value never ends. With powerful synergy from everything in Science!, could another commander possibly hope to compete with Dr. Li?
How About a Super Robot?

Dr. Li is not the only source of Energy for Science! and because of that you could consider running
Liberty Prime, Recharged
Liberty Prime, Recharged
Vigilance, trample, haste
Whenever Liberty Prime attacks or blocks, sacrifice it unless you pay {E}{E} (two energy counters).
{2}, {T}, Sacrifice an artifact: You get {E}{E} and draw a card.
as your commander instead. Certainly it’s a powerful option.
An 8/8 Haste Trampler can easily take out a single player quickly. While it does require Energy to attack or defend, Liberty Prime also has an interesting mechanic revolving around Vigilance. Declare an attack, pay two, tap and sacrifice an artifact, generate two Energy to pay for your attack. So you have the option to have vigilance if you already have Energy. Alternatively, you can sacrifice one of the many tokens the deck generates for fuel.
The upside to sacrificing is drawing additional cards, and it’s a good upside to have. There are tons of fellow Robots and Synths to help your game plan but
Shaun, Father of Synths
Shaun, Father of Synths
Whenever you attack, you may create a tapped and attacking token that's a copy of target attacking legendary creature you control other than Shaun, except it's not legendary and it's a Synth artifact creature in addition to its other types.
When Shaun leaves the battlefield, exile all Synth tokens you control.
can give you another non-Legendary copy of Liberty Prime to absolutely demolish someone. Further big synergy comes from
Nerd Rage
Nerd Rage
Enchant creature
When this Aura enters, draw two cards.
Enchanted creature has "You have no maximum hand size" and "Whenever this creature attacks, if you have ten or more cards in hand, it gets +10/+10 until end of turn."
, the best new
Divination
Divination
Draw two cards.
in a while. At seven cards in hand, Liberty Prime can attack, sac and draw. You can go to 10 cards in hand and end someone with an 18/18 trample Liberty. Freedom baby, freedom.
Of all the Fallout decks reviewed, this is the one that has a true option between either commander. Sure it will certainly play differently depending on which one you’re using but many of the cards are multi-purpose.
One Drink to Rule Them all

Certainly the iconic drink of the apocalypse, Nuka-Cola is a mainstay of the Fallout series. It’s no surprise that
Nuka-Cola Vending machine
Nuka-Cola Vending machine
{1}, {T}: Create a Food token. (It's an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life.")
Whenever you sacrifice a Food, create a tapped Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")
would be a useful card, but it’s borderline crazy when you look back at all the Food producing cards recently printed. In Science! itself it’s going to give you additional artifact tokens that you can use to sacrifice to Liberty and the total count of said artifacts are very important for
Sentinel Sarah Lyons
Sentinel Sarah Lyons
Haste
As long as an artifact entered the battlefield under your control this turn, creatures you control get +2/+2.
Battalion — Whenever Sentinel Sarah Lyons and at least two other creatures attack, Sentinel Sarah Lyons deals damage equal to the number of artifacts you control to target player.
. We consider Nuka-cola Vending Machine the best card in the whole set!
Read More: Turn Two Combo Kill Crushes MTG Timeless Tournament!
Sit, Fetch, Play Dead

Think of one of the handful of powerful cards from Wilds of Eldraine. A card that has shown up in multiple formats
Agatha’s Soul Cauldron
Agatha’s Soul Cauldron
You may spend mana as though it were mana of any color to activate abilities of creatures you control.
Creatures you control with +1/+1 counters on them have all activated abilities of all creature cards exiled with Agatha's Soul Cauldron.
{T}: Exile target card from a graveyard. When a creature card is exiled this way, put a +1/+1 counter on target creature you control.
is part of many possible game ending combos.
Rex, Cyber-Hound
Rex, Cyber-Hound
Whenever Rex deals combat damage to a player, they mill two cards and you get {E}{E} (two energy counters).
Pay {E}{E}: Choose target creature card in a graveyard. Exile it with a brain counter on it. Activate only as a sorcery.
Rex has all activated abilities of all cards in exile with brain counters on them.
has a built in Cauldron effect, a mill engine to get more targets and sorcery speed graveyard hate all in one. Agatha’s incredible as-is, and Rex has an even better version. Because he gets all activated abilities of cards that he exiles, not just Creature abilities, he is more flexible. Rex is already in white, so the popular infinite combo of
Walking Ballista
Walking Ballista
This creature enters with X +1/+1 counters on it.
{4}: Put a +1/+1 counter on this creature.
Remove a +1/+1 counter from this creature: It deals 1 damage to any target.
and
Heliod, Sun-crowned
Heliod, Sun-crowned
Indestructible
As long as your devotion to white is less than five, Heliod isn't a creature.
Whenever you gain life, put a +1/+1 counter on target creature or enchantment you control.
{1}{W}: Another target creature gains lifelink until end of turn.
works. Because he can get enchantment, land, and artifact abilities in addition, he can do so, so much more. Finally, as an Energy generating artifact creature, Rex is perfectly at home in Science!
The Latest two mana Clone

We have
Phantasmal Image
Phantasmal Image
You may have this creature enter as a copy of any creature on the battlefield, except it's an Illusion in addition to its other types and it has "When this creature becomes the target of a spell or ability, sacrifice it."
and Flesh Duplicate from the Doctor Who set, so two mana
Clone
Clone
You may have this creature enter as a copy of any creature on the battlefield.
cards exist. However, in both cases, there are significant drawbacks and those “true” two mana copying creatures are exceedingly temporary. While
Synth Infiltrator
Synth Infiltrator
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.)
You may have this creature enter as a copy of any creature on the battlefield, except it's a Synth artifact creature in addition to its other types.
is technically five mana, the Improvise keyword alongside artifacts and artifact tokens means that more often than not you are going to pay as little as two mana. While
Phyrexian Metamorph
Phyrexian Metamorph
({U/P} can be paid with either {U} or 2 life.)
You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.
is likely better at three mana and two life because it can target artifacts as well, the Infiltrator is pretty close. Science! has quite a few legendary creatures, so it may copy the best creature on the board that isn’t yours. Still, it looks exceedingly playable.
Furthermore, the deck has
Curie, Emergent Intelligence
Curie, Emergent Intelligence
Whenever Curie deals combat damage to a player, draw cards equal to its base power.
{1}{U}, Exile another nontoken artifact creature you control: Curie becomes a copy of the exiled creature, except it has "Whenever this creature deals combat damage to a player, draw cards equal to its base power."
which can copy one of your creatures for two mana, while also exiling it. In this case, you can pick something that was going to be removed anyways while still keeping a copy. It’s a different take on the Cloning angle and one that may end up better than you think.
Read More: The 13 Best MTG Fallout Cards!
Energy Mana Drain

Science! has plenty of ways to make one or two mana at a time, and even has an excellent land in
HELIOS One
HELIOS One
{T}: Add {C}.
{1}, {T}: You get {E} (an energy counter).
{3}, {T}, Pay X {E}, Sacrifice this land: Destroy target nonland permanent with mana value X. Activate only as a sorcery.
to generate one Energy each turn. What if you want to make a pile of Energy all at once? Your best bet is in
Electrosiphon
Electrosiphon
Counter target spell. You get an amount of {E} (energy counters) equal to its mana value.
. Not only are you countering a threat or board wipe but you’re also going to get a pile of Energy.
Unlike
Mana Drain
Mana Drain
Counter target spell. At the beginning of your next main phase, add an amount of {C} equal to that spell's mana value.
, you get the Energy immediately and don’t have to wait until your next turn. For three mana, a counter is not unplayable and the upside here has tremendous potential. You can time it with
Vault 112: Sadistic Simulation
Vault 112: Sadistic Simulation
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I, II — Tap up to one target creature and put a stun counter on it. You get {E}{E} (two energy counters).
III — Pay any amount of {E}. If you paid one or more {E} this way, shuffle your library, then exile that many cards from the top. You may play one of those cards without paying its mana cost.
so you have a huge Energy reserve for the third chapter effect which is the most direct way to turn Energy into the best card. While it does not feature a huge paragraph of text, the simplicity of Electrosiphon is its strength. No matter when you use it, you’re going to get extra value.
But There are so Many More
Each Fallout deck includes 40 new cards on average. While we’re not quite at the Doctor Who level of 50 new cards, we’re well over most Commander sets. Consider that Lord of the Rings had just 20 new cards per deck. Most other Commander decks are 15 or 10. Science! blends with an archetype that has been super powerful in the past and everyone knows artifacts are good. Will this deck resurrect Energy for multiple formats, and will it make Energy a viable choice in Commander? We’ll explore that more in the coming weeks with a play review and upgrade guide.
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