An Overview of the Mutant Menace Commander Precon
In 2024, Universes Beyond: Fallout (PIP) brought the Fallout franchise to Magic: The Gathering, bringing with it a set of four preconstructed Commander decks full of new cards and powerful reprints.
More than two years later, these precons still stand out as some of the strongest, even with the high standards set by Universes Beyond sets like Warhammer 40,000 (40K), Lord of the Rings: Tales of Middle-Earth (LTR), and Final Fantasy (FIN).
Of the four Fallout precons, Mutant Menace turned out to be the best along nearly every metric. It had a very unique and powerful face Commander in The Wise Mothman, boasted some of the best reprints of the four Fallout precons, had a ton of cool new cards, and featured the popular rad counter mechanic. The deck offered a new take on the mill strategy, combining it with the +1/+1 counter archetype in interesting and fun ways.
Even fresh out of the box, this precon performed very well, and players were surprised by how well it held its own even against non-precon decks. How does the precon hold up? And how would a new player excited about the recent Fallout game announcements fare with the deck? Let's break it down.
Mutant Menace Preconstructed EDH Decklist
Mutant Menace | Commander | Wizards of the Coast
- Commander (1)
- 1 The Wise Mothman
- Creatures (28)
- 1 Agent Frank Horrigan
- 1 Alpha Deathclaw
- 1 Bloatfly Swarm
- 1 Cathedral Acolyte
- 1 Corpsejack Menace
- 1 Feral Ghoul
- 1 Glowing One
- 1 Hancock, Ghoulish Mayor
- 1 Harold and Bob, First Numens
- 1 Infesting Radroach
- 1 Jason Bright, Glowing Prophet
- 1 Lily Bowen, Raging Grandma
- 1 Lumbering Megasloth
- 1 Marcus, Mutant Mayor
- 1 Mirelurk Queen
- 1 Nightkin Ambusher
- 1 Piper Wright, Publick Reporter
- 1 Rampaging Yao Guai
- 1 Raul, Trouble Shooter
- 1 Screeching Scorchbeast
- 1 Strong, the Brutish Thespian
- 1 Tato Farmer
- 1 The Master, Transcendent
- 1 Tireless Tracker
- 1 Vexing Radgull
- 1 Watchful Radstag
- 1 Winding Constrictor
- 1 Young Deathclaws
- Instants (7)
- 1 Atomize
- 1 Biomass Mutation
- 1 Contaminated Drink
- 1 Inspiring Call
- 1 Mutational Advantage
- 1 Putrefy
- 1 Radstorm
- Sorceries (7)
- 1 Casualties of War
- 1 Cultivate
- 1 Farseek
- 1 Find // Finality
- 1 Harmonize
- 1 Nuclear Fallout
- 1 Rampant Growth
- Enchantments (8)
- 1 Branching Evolution
- 1 Fraying Sanity
- 1 Guardian Project
- 1 Hardened Scales
- 1 Inexorable Tide
- 1 Struggle for Project Purity
- 1 Vault 12: The Necropolis
- 1 Vault 87: Forced Evolution
- Artifacts (10)
- 1 Arcane Signet
- 1 Contagion Clasp
- 1 Nuka-Nuke Launcher
- 1 Power Fist
- 1 Recon Craft Theta
- 1 Sol Ring
- 1 Strength Bobblehead
- 1 Talisman of Curiosity
- 1 Talisman of Dominance
- 1 Talisman of Resilience
- Lands (39)
- 5 Forest
- 5 Island
- 5 Swamp
- 1 Ash Barrens
- 1 Command Tower
- 1 Darkwater Catacombs
- 1 Drowned Catacomb
- 1 Evolving Wilds
- 1 Exotic Orchard
- 1 Fetid Pools
- 1 Hinterland Harbor
- 1 Mariposa Military Base
- 1 Mortuary Mire
- 1 Nesting Grounds
- 1 Opulent Palace
- 1 Overflowing Basin
- 1 Path of Ancestry
- 1 Sunken Hollow
- 1 Tainted Isle
- 1 Tainted Wood
- 1 Temple of Deceit
- 1 Temple of Malady
- 1 Temple of Mystery
- 1 Temple of the False God
- 1 Terramorphic Expanse
- 1 Viridescent Bog
- 1 Woodland Cemetery
Who are the Commanders in Mutant Menace?
The Wise Mothman
The face Commander of Mutant Menace, The Wise Mothman is an incredibly powerful card that can get out of hand very quickly. For ![]()
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, it is a 3/3 with Flying that gives each player a rad counter when it enters or attacks. These counters force players to mill cards before their precombat main phase, then for each nonland card milled, that player loses a life and a rad counter.
Whenever a player mills cards, The Wise Mothman checks how many nonland cards were milled and puts a +1/+1 counter on that many Creatures.
The Wise Mothmancares about +1/+1 counters and making players mill cards, and luckily, the rest of the stock precon does a great job of combining these two archetypes. The introduction of rad counters was a genius way to do this, as it unlocks new synergies with Proliferate, a keyword that lets you choose any number of permanents or players with counters on them and add another counter of each type already on them.
Mothman also doesn't care who mills cards, so you can stack up rad counters on yourself and your opponents. From there, use Mothman to stack +1/+1 counters on your Creatures, make your board huge, then beat your opponents' faces in.
The Master, Transcendent
While The Wise Mothman is a great Commander for combining the +1/+1 counters and mill archetypes, The Master, Transcendent is much more focused on milling and reanimating Creatures. It costs the same as Mothman at ![]()
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, but instead you get a 2/4 that gives a player two rad counters when it enters. Then, you can tap it to return a Creature card that was milled that turn to the battlefield under your control as a 3/3 Mutant. It's an interesting take on reanimator, allowing you to get back either your own Creatures or your opponents' Creatures, depending on who you decide to put rad counters on. It also works better with Creatures that have good enters triggers rather than big beaters, as it will shrink anything big down to just a 3/3.
New Cards in Mutant Menace
Being a Universes Beyond precon from a Commander-only set, the deck contains many more new card designs than the typical precon. Highlights include Agent Frank Horrigan, a big Creature that Proliferates twice whenever it enters or attacks. Screeching Scorchbeast makes 2/2 Zombie Mutant tokens whenever players mill nonland cards. Power Fist is a two-mana Equipment that, whenever the equipped Creature deals combat damage to a player, puts that many +1/+1 counters on it.
The deck also has three new and powerful card draw engines in Raul, Trouble Shooter, which taps to mill each player for one and lets you play a milled card from your graveyard once each turn, Mirelurk Queen, which draws you a card whenever a player mills their first nonland card each turn, and Marcus, Mutant Mayor, which draws cards whenever your Creatures with +1/+1 counters on them deal combat damage to players.
Tato Farmer, while not a win condition or card draw, is one of the strongest cards in the deck, letting you give yourself two rad counters when a Land enters under your control and tapping to return a Land you milled that turn to the battlefield tapped.
The deck also contains a handful of new and synergistic interactive spells. Nuclear Fallout is a strong Black board wipe that costs ![]()
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, gives each Creature twice -X/-X until end of turn and gives each player
rad counters. Atomize is a four-mana Instant that can destroy any nonland permanent, then Proliferates. Finally, for ![]()
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, Rampaging Yao Guai is an incredibly underrated new card. It's a 2/2 with Vigilance and Trample that enters with
+1/+1 counters, then destroys any number of target Artifacts and Enchantments with total mana value
or less. It can get rid of problematic cards like Sol Ring or Rhystic Study, but it's also a board wipe against Artifact tokens with a mana value of zero, like Treasures and Clues.
Staple Cards in Mutant Menace
Alongside new designs, the deck also contains many Commander staples with new Fallout art. Commander classics like Sol Ring, Arcane Signet, Command Tower, Exotic Orchard, and Path of Ancestry are included, of course, as well as Farseek, Rampant Growth, Cultivate, and the three Sultai-colored ![]()
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talismans.
They also included reprints of many staples specifically for +1/+1 counter decks like Inspiring Call, Hardened Scales, Branching Evolution, Winding Constrictor, and Corpsejack Menace. Two of the most notable reprints are Guardian Project, a staple card draw Enchantment for Green decks, and Inexorable Tide, an incredibly powerful card that Proliferates whenever you cast a spell.



Upgrade Options for Mutant Menace
This precon can be very explosive and powerful fresh out of the box, but there are plenty of ways to upgrade the deck for higher brackets. While the deck's ramp and card draw are solid already, these are the parts that can be upgraded the best. Instead of playing the three talismans, you could instead add some low-cost Land ramp cards like Nature's Lore and Three Visits.
Fanatic of Rhonas, Kami of Whispered Hopes, and Incubation Druid are all Creatures that can make a lot of mana when you put counters on them, and Kami of Whispered Hopes also puts additional counters on your Creatures as a bonus.
There are a ton of options for better card advantage that synergize with +1/+1 counters. Pensive Professor and Fathom Mage both draw cards when you put +1/+1 counters on them, Danny Pink and Terrasymbiosis draw cards whenever any of your Creatures get counters but trigger less frequently to compensate, and Generous Patron rewards you with cards if you target your opponents' Creatures with Mothman's ability. Finally for this category, Ripples of Undeath can draw you an additional card each turn while also milling cards in the process.
For further upgrades that can either win the game or provide more value, we can look at the Fallout Secret Lairs released earlier this year, as they provided reprints for some of the precon's most popular upgrades with Fallout-themed art and flavor. Mesmeric Orb is one of the best upgrades for the deck, as each individual untap trigger will trigger Mothman's ability separately, letting you stack a ton of counters on a single Creature instead of needing to spread them out.
Mindcrank and Ruin Crab also synergize very well with the deck's mill gameplan, while Ripples of Potential is a fantastic piece of protection once Mothman starts putting +1/+1 counters on your Creatures. The Ghoul, Gunslinger is also a great upgrade from that drop, rewarding you for playing Mutants by handing out Rad counters and Treasure tokens when they die.
Beyond the Secret Lair cards, there are three very powerful cards that you should pick up if you have the budget: Syr Konrad, the Grim, Icetill Explorer, and Bloodchief Ascension. Syr Konrad is a messed up card that turns every milled or killed Creature card into damage to your opponents, letting you close out games with Mothman on the board or even without attacking.
Bloodchief Ascension is similar, but costs less mana, requires your opponents to lose life, and eventually turns every card milled into damage for your opponents and life gain for you. Finally, Icetill Explorer turns your milled Lands into Land drops, while milling even more cards when they enter under your control.
Finally, if you want better interactive spells, the Sultai color combination is rife with options. In addition to Blue's suite of counter magic, you can run some of the best and most versatile removal spells in the game, like Assassin's Trophy, Abrupt Decay, and Maelstrom Pulse. Urgent Necropsy can turn your graveyard into a potential four-for-one.
Set Overview for Fallout (PIP)
The Fallout story plays out in a post-apocalyptic United States. The set features a "atompunk" style aesthetic where scientific advancements in nuclear-powered technology have vastly outpaced electronic innovation.
The Fallout world offers a glimpse into an alternate future of our own world; one where culture froze in the mid-20th century and technology progressed without the invention of the microprocessor. In 2077, decades of energy and food crises, a worldwide conflict known as the Resource Wars, and the emergence of "The New Plague" culminated in two hours of nuclear exchange that would set the world on fire.
Those who survived the bombs faced a new world and new threats, as the combination of radiation and exposure to a pre-war invention known as the Forced Evolutionary Virus warped many pre-war animals into mutated monstrosities. Many of those creatures can be found right here in this precon.
A big part of the Fallout universe are the Vaults, which are fallout shelters designed by the United States government in partnership with the Vault-tec Corporation. These were marketed to the public as a solution to the inevitable end of the world from the looming nuclear war. With the Vaults, the world would be able to repopulate underground and then eventually resurface on a day prophesied as Reclamation Day.
Secretly these Vaults were actually underground prisons where inhabitants would be forced to undergo unethical scientific experiments and medical procedures. The Vaults, mixed with the struggle to survive in a nuclear desert wasteland, are the main drivers of the plot in Fallout.
Articles About Fallout: Mutant Menace
Looking to learn more about the Fallout story and the cards contained within this Universes Beyond series? Check out our other articles on the topic:
The Mothman Arises In Commander
Top Ten Cards from Universes Beyond: Fallout (PIP)
Explaining the Lore of Fallout For Universes Beyond

















