Home / Magic: The Gathering / Fallout / Vault 87: Forced Evolution
Vault 87: Forced Evolution
NM
LP
MP
HP

Viewing offers in Near Mint condition

rare · Enchantment — Saga

Vault 87: Forced Evolution

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 — Gain control of target non-Mutant creature for as long as you control this Saga.
II — Put a +1/+1 counter on target creature you control. It becomes a Mutant in addition to its other types.
III — Draw cards equal to the greatest power among Mutants you control.

Card Details

-/-Power / Toughness
{3}{G}{U}Mana Cost
1Prints

Character Background

Vault 87: Forced Evolution reads like a midrange-value engine that also buys you tempo — Chapter I steals an opponent’s non‑Mutant threat, II cements that theft and grows it while retrofitting it into your tribal plan, and III turns board dominance into raw card advantage based on the biggest Mutant you control. Best used in a value/tempo Mutant shell, it wants protection until it resolves all chapters and ways to make one creature very large before the draw trigger; include +1/+1 counter synergies, pump spells, fight effects or anthem effects to maximize the III payoff. Specific deckbuilding tip: pair it with counter-doubling effects like Doubling Season or proliferate engines to accelerate lore counters and amplify the +1/+1 boost, and run a handful of high‑power finishers or Lords that care about Mutants so the card draw scales. Play it as a tempo swing that converts stolen threats into ongoing card advantage rather than a pure aggro or combo piece.

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 87: Forced Evolution reads like a midrange-value engine that also buys you tempo — Chapter I steals an opponent’s non‑Mutant threat, II cements that theft and grows it while retrofitting it into your tribal plan, and III turns board dominance into raw card advantage based on the biggest Mutant you control. Best used in a value/tempo Mutant shell, it wants protection until it resolves all chapters and ways to make one creature very large before the draw trigger; include +1/+1 counter synergies, pump spells, fight effects or anthem effects to maximize the III payoff. Specific deckbuilding tip: pair it with counter-doubling effects like Doubling Season or proliferate engines to accelerate lore counters and amplify the +1/+1 boost, and run a handful of high‑power finishers or Lords that care about Mutants so the card draw scales. Play it as a tempo swing that converts stolen threats into ongoing card advantage rather than a pure aggro or combo piece.

Generated using gpt-5-mini · Updated at 2026-05-16 17:40:45 UTC

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