Home / Magic: The Gathering / Fallout / Vault 13: Dweller's Journey
Vault 13: Dweller's Journey
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Saga

Vault 13: Dweller's Journey

rare · Enchantment — Saga · Fallout
$0.09
Low
$0.00
Market
$0.13
High

Oracle Text

(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — For each player, exile up to one other target enchantment or creature that player controls until this Saga leaves the battlefield.
II — You gain 2 life and scry 2.
III — Return two cards exiled with this Saga to the battlefield under their owners' control and put the rest on the bottom of their owners' libraries.

Card Details

-/-Power / Toughness
{3}{W}Mana Cost
1Prints

Character Background

Vault 13: Dweller's Journey neatly captures the feel of a fallout shelter: temporary removal, survival, and an eventual uneasy return. As a Saga that can exile one non-Saga enchantment or creature per player on its first chapter, then buy you two life and scry, before spitting two exiled permanents back and burying the rest, it functions as a tempo-control engine — stall opponent threats for one or two turns while you stabilize and sculpt draws. It belongs in midrange or control shells that value incremental upkeep and time to set up board wipes or countermagic; pairing it with efficient removal (Swords to Plowshares), sweepers (Wrath of God), and a light package of soft protection for your own legendaries keeps the exile asymmetric in your favor. Deckbuilding tip: minimize fragile self-enchantments or run cards that profit from delayed returns (enter-the-battlefield synergies), since Vault 13 rewards careful target selection and timing rather than raw aggression.

Generated using gpt-5-mini

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Suggested Pricing
$0.09 - $0.13
At the current market price of $0.00.
Average Time to Sell
3 days
At the current market price of $0.00.

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Character Background

Vault 13: Dweller's Journey neatly captures the feel of a fallout shelter: temporary removal, survival, and an eventual uneasy return. As a Saga that can exile one non-Saga enchantment or creature per player on its first chapter, then buy you two life and scry, before spitting two exiled permanents back and burying the rest, it functions as a tempo-control engine — stall opponent threats for one or two turns while you stabilize and sculpt draws. It belongs in midrange or control shells that value incremental upkeep and time to set up board wipes or countermagic; pairing it with efficient removal (Swords to Plowshares), sweepers (Wrath of God), and a light package of soft protection for your own legendaries keeps the exile asymmetric in your favor. Deckbuilding tip: minimize fragile self-enchantments or run cards that profit from delayed returns (enter-the-battlefield synergies), since Vault 13 rewards careful target selection and timing rather than raw aggression.

Generated using gpt-5-mini · Updated at 2026-05-16 14:20:44 UTC

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