ManyTCG LogoManyTCG Logo
HomeBlogCraft
ManyTCG LogoManyTCG Logo
Magic: The Gathering · Fallout · Mythic

The Master, Transcendent

Legendary Artifact Creature — Mutant

$2.65

Market price

$2.31

Foil

3

Public decks

The Master, Transcendent
$2.65$2.31
Buy @ TCGPlayerBuy @ Card Kingdom
ScryfallEDHREC

Rules Text

When The Master enters, target player gets two rad counters.: Put target creature card in a graveyard that was milled this turn onto the battlefield under your control. It's a green Mutant with base power and toughness 3/3. (It loses its other colors and creature types.)

Card Facts

Mana value
4
Power / Toughness
2 / 4
Colors
Color identity
EDHREC rank
#5,333
Rarity
Mythic
Related cards
RadiationHelperRadiation

Legality

Commander

Legal

Duel Commander

Legal

Legacy

Legal

Oathbreaker

Legal

Vintage

Legal

Alchemy

Not legal

Brawl

Not legal

Competitive Brawl

Not legal

Future

Not legal

Gladiator

Not legal

Historic

Not legal

Modern

Not legal

Old School

Not legal

Pauper

Not legal

Pauper Commander

Not legal

Penny Dreadful

Not legal

Pioneer

Not legal

PreDH

Not legal

Premodern

Not legal

Standard

Not legal

Standard Brawl

Not legal

Timeless

Not legal

TLR

Not legal

Rulings

  1. Mar 8, 2024 · Wizards of the Coast

    If a player is instructed to put a card into their graveyard from their library without using the word "mill," (by the effect of Rowan's Grim Search from Wilds of Eldraine®, for example), that card isn't a legal target for The Master's last ability.

  2. Mar 8, 2024 · Wizards of the Coast

    The Master's last ability will override any characteristic-defining abilities the creature has that set its power and/or toughness. For example, if you put a Robobrain War Mind onto the battlefield with The Master's last ability, its base power and toughness will be 3/3, and the number of cards in your hand won't affect its power at all.

  3. Mar 8, 2024 · Wizards of the Coast

    Effects that modify a creature's power and/or toughness will still apply to the creature as normal. The same is true for any counters that change its power and/or toughness.

  4. Mar 8, 2024 · Wizards of the Coast

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

  5. Mar 8, 2024 · Wizards of the Coast

    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.

  6. Mar 8, 2024 · Wizards of the Coast

    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.

  7. Mar 8, 2024 · Wizards of the Coast

    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. Mar 8, 2024 · Wizards of the Coast

    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.

  9. Mar 8, 2024 · Wizards of the Coast

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

  10. Mar 8, 2024 · Wizards of the Coast

    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.

  11. Mar 8, 2024 · Wizards of the Coast

    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.

Printings

Every version

Each printing we have of this card; pick one to see its price and set.


4 printings
Fallout
FalloutPIP · $0.57
Fallout
FalloutPIP · $2.65
Fallout
FalloutPIP · $5.09
Fallout
FalloutPIP · $7.90
Community

Decks using this card

3 public decks run The Master, Transcendent.


MTGCommander

Mutant

D4
d4rk8 months ago
200
MTGCommanderB1

Teval, the Balanced

TheGentleman
TheGentleman1 year ago
700
MTGCommanderB2

Mutant Menace (Fallout Preconstructed Commander Deck)

WizardsOfTheCoast
WizardsOfTheCoast1 year ago
400