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Megaton's Fate
Sorcery
rare
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.
Semantic Tags
Specifically destroys, exiles, or shuts down artifacts.
Specifically removes artifacts.
Rewards controlling, casting, or sacrificing artifacts.
Removes multiple permanents at once. Includes destroy-all, exile-all, mass bounce, and damage-based sweepers.
A spell that deals direct damage to creatures or players.
Clue token and investigate synergies — card draw and artifact interactions.
Answers an opponent's threat by destroying, exiling, bouncing, or otherwise removing a permanent or spell.
Creates creature tokens, Treasure tokens, Food tokens, Clue tokens, or other token types.
Prevents token creation or punishes tokens on the battlefield.
Creates Treasure tokens for mana or sacrifice synergies.
Synergies with Treasure tokens beyond just mana — sacrifice triggers, artifact counts.
Makes all players discard their hand and draw a new one. Named after Wheel of Fortune.
Format Legality
Price history
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Printings (4)
| Set | Rarity | TCGplayer | Card Kingdom | Cardmarket |
|---|---|---|---|---|
| Fallout#589 | rare | · | · | · |
| Fallout#388 | rare | · | · | · |
| Fallout#61 | rare | · | · | · |
| Fallout#916 | rare | · | · | · |
Rulings
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.
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.
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.
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.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
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.”
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.