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The Wise Mothman
Oracle Text
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Card Details
Set
Character Background
The Wise Mothman from Fallout feels like a perfect bridge between eerie lore and table-wide resource warping: a flying 3/3 in three colors that rewards you for making everyone radioactive and for turning the graveyard into fuel. Its best home is a value-tempo or midrange shell, especially one that can mill in bursts and then convert those cards into board presence with repeatable +1/+1 counters. Because the trigger cares about nonland cards milled, cards like self-mill engines, surveil-style effects, or mass mill spells can suddenly turn into a team-wide pump, not just incidental graveyard setup. It also plays well with creatures that want counters or with evasive threats that can benefit from being widened into a bigger air force. The rad counters pressure every player equally, but Mothman lets you break parity by growing your own board first, making it a strong commander for attrition-based decks that want inevitability without going all-in on combo.
Generated using gpt-5.4-mini
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Character Background
The Wise Mothman from Fallout feels like a perfect bridge between eerie lore and table-wide resource warping: a flying 3/3 in three colors that rewards you for making everyone radioactive and for turning the graveyard into fuel. Its best home is a value-tempo or midrange shell, especially one that can mill in bursts and then convert those cards into board presence with repeatable +1/+1 counters. Because the trigger cares about nonland cards milled, cards like self-mill engines, surveil-style effects, or mass mill spells can suddenly turn into a team-wide pump, not just incidental graveyard setup. It also plays well with creatures that want counters or with evasive threats that can benefit from being widened into a bigger air force. The rad counters pressure every player equally, but Mothman lets you break parity by growing your own board first, making it a strong commander for attrition-based decks that want inevitability without going all-in on combo.
Generated using gpt-5.4-mini · Updated at 2026-08-11 03:20:42 UTC
