Home / Magic: The Gathering / Fallout / Vault 75: Middle School
Vault 75: Middle School
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Saga

Vault 75: Middle School

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 — Exile all creatures with power 4 or greater.
II, III — Put a +1/+1 counter on each creature you control.

Card Details

-/-Power / Toughness
{2}{W}{W}Mana Cost
2Prints

Character Background

Vault 75: Middle School feels like a grim lesson in survival: the biggest threats get “sent to detention” first, while your own squad comes out stronger and more unified. In gameplay, this is best in a white-based control or midrange value shell that wants to stall the board, then turn small creatures into real attackers. Chapter I is a clean answer to oversized beaters, especially against green ramp or midrange decks leaning on power 4+ creatures. The next two chapters reward you for already having bodies in play, so token makers, cheap evasive creatures, and go-wide strategies get the most out of it. Cards like Raise the Alarm-style effects, anthems, or anything that floods the board beforehand pair especially well, since the counters permanently upgrade your team after the wipe. It’s strongest when you can survive until the Saga resolves fully, then swing with a board that suddenly outclasses the opponent.

Generated using gpt-5.4-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.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Vault 75: Middle School feels like a grim lesson in survival: the biggest threats get “sent to detention” first, while your own squad comes out stronger and more unified. In gameplay, this is best in a white-based control or midrange value shell that wants to stall the board, then turn small creatures into real attackers. Chapter I is a clean answer to oversized beaters, especially against green ramp or midrange decks leaning on power 4+ creatures. The next two chapters reward you for already having bodies in play, so token makers, cheap evasive creatures, and go-wide strategies get the most out of it. Cards like Raise the Alarm-style effects, anthems, or anything that floods the board beforehand pair especially well, since the counters permanently upgrade your team after the wipe. It’s strongest when you can survive until the Saga resolves fully, then swing with a board that suddenly outclasses the opponent.

Generated using gpt-5.4-mini · Updated at 2026-08-11 01:20:44 UTC

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