Vault 12: The Necropolis

Vault 12: The Necropolis

Mana Cost: {4}{B}{B}

Type: Enchantment — Saga

Oracle Text:
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.

Power/Toughness: -/-

Rarity: rare

Prints: View all prints (1) →

Expansion: Fallout

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Vault 12: The Necropolis reads like a story of underground fallout reanimating the lost—mechanically it’s a slow-building value engine best suited to midrange or token-value decks rather than raw aggro or instant combo. Over three turns it seeds a shared radiation pool, converts that accumulated decay into a swarm of 2/2 Zombie Mutant tokens, then finishes by making your Zombies and Mutants substantially bigger; that sequence rewards plans that protect the Saga and extend the game. Build around it with Zombie/Mutant lords (Diregraf Captain-style beaters), recursion (Gravecrawler or other graveyard payoffs) and counter synergies: cards that add rad counters, proliferate, or double counters (Winding Constrictor or Doubling Season in heavier builds) amplify the II and III effects. Include removal or redundancy so opponents can’t neuter your three-turn narrative, and consider sacrifice outlets or token payoffs to turn the created board into card advantage. This card shines as a mid-to-late-game centerpiece that turns slow attrition into explosive board-wide growth.

Generated using gpt-5-mini · Updated at 2026-05-16 21:20:45 UTC