MTG Fallout mechanics explained: Junk Tokens, Rad Counters, Proliferate, Energy Counters, Squad
We're opening the vault to all the main mechanics of MTG Universes Beyond: Fallout, showcasing both new token types and beloved returning features.
As we approach the March 8th release date, the spoilers for MTG’s Universes Beyond: Fallout Commander decks have emerged from the vault. With the release imminent, we now have a clearer understanding of how each deck will function. We'll guide you through the new and familiar mechanics of the set, helping you determine which aspects of this MTG x Fallout crossover resonate most with you.
Fallout new mechanics
Junk Tokens
One person's junk is another person's treasure.
Introducing Junk Tokens, a fresh addition poised to offer players significant advantages. Unlike Clue tokens, Junk tokens present a riskier and more situational alternative without the initial restrictions. When a player possesses a Junk Token, they can tap and sacrifice it to exile the top card of their library. They can then play the exiled card during their turn by expending mana as usual, a mechanic often dubbed by enthusiasts as an 'impulse draw' and favoured in red decks. While this type of draw carries the risk of rendering the card unusable after the turn, it remains a valuable means of expanding options mid-game.
To prevent Junk Tokens from dominating gameplay like Treasure Tokens, certain restrictions are in place. Players must adhere to the standard casting restrictions and timing of the exiled card. Moreover, Junk Tokens can only be sacrificed at sorcery speed, prohibiting the exile and play of cards during opponents' turns.
Despite these limitations, Junk Tokens are poised to become a sought-after addition, providing players with increased strategic flexibility. This is particularly advantageous for Commanders such as Prosper, Tome Bound, Passionate Archaeologist and The Thirteenth Doctor, whose abilities thrive on exiling cards for value.
Rad Counters
At the beginning of each player's precombat main phase, they must mill cards equal to the number of Rad Counters they possess, enduring one point of damage and eliminating one Rad Counter for each nonland card milled. Any remaining Rad Counters on that player are then cleared.
While Junk Tokens primarily benefit their owner, Rad Counters thrive when amassed on opponents. However, there exist self-mill strategies where accumulating Rad Counters on oneself proves advantageous, particularly when graveyard reanimation tactics are employed. Rad introduces a fresh variant of damage counters that synergize with proliferate mechanics, offering strategic depth without the overwhelming potency of Poison counters.
Rad Counters' design incorporates several elements intended to mitigate frustration and prevent instant-win scenarios. Firstly, the damage inflicted by Rad counters is not immediate, manifesting during the affected player's next upkeep. Secondly, Rad counters self-remove as they deal damage, persisting only when a player mills a land. This thoughtful design strikes a balance, delivering punishment without rendering opponents powerless.
Returning Mechanics
Proliferate
Whenever a card with Proliferate is activated, the controlling player has the option to add an additional counter to any permanent or player, provided that at least one counter of that type is already present.
Proliferate stands as one of the most potent abilities ever introduced in MTG, largely owing to its synergy with lethal counter types like Poison, the aforementioned Rad Counters and its capacity to rapidly advance Sagas. Universes Beyond: Fallout features a wealth of counter types, making Proliferate an immensely impactful ability. Its deployment can significantly bolster your resources while potentially dealing lethal damage to opponents, particularly in a counter-heavy environment like this set.
Energy Counters
Making a comeback from their introduction in the Kaladesh block, Energy Counters serve as an additional resource for players alongside mana. Energy can be expended to activate various card effects, ranging from drawing cards to enhancing creatures and generating tokens.
What's intriguing is that Energy doesn't vanish at the conclusion of steps, phases, or even turns, enabling players to accumulate it for significant plays. Energy will primarily feature in the Science! deck, empowering formidable artifact creatures and strategies such as Liberty Prime, Recharged.
Squad
Making a return from the Universes Beyond: Warhammer 40K Commander decks, Squad presents an excellent opportunity to bolster your forces provided you have the mana to spare. Whenever a creature with Squad enters the battlefield, its controller has the option to pay the card’s Squad cost any number of times, generating token copies of that creature equal to the number of times the cost was paid.
Initially, this ability might appear expensive, but in prolonged games and decks with robust mana acceleration, it can swiftly propel you ahead of your opponents. While Squad has been largely absent from main sets, its reappearance in another Universes Beyond product is a welcome sight.