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Vault 12: The Necropolis
Oracle Text
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Each player gets three rad counters.
II — Create X 2/2 black Zombie Mutant creature tokens, where X is the total number of rad counters among players.
III — Put two +1/+1 counters on each creature you control that's a Zombie or Mutant.
Card Details
Set
Character Background
Vault 12: The Necropolis is a slow-burn value engine that rewards control and graveyard-friendly midrange shells, especially in decks already leaning into Zombie or Mutant tribal payoffs. The first chapter hands out rad counters to every player, which can look symmetrical, but it quietly seeds the second chapter for a huge token swing if you’ve built to leverage or amplify counters. Chapter II can flood the board with a startling number of 2/2 Zombie Mutants, often turning a stalled game into a decisive army, while Chapter III converts that horde into a lethal threat by placing two +1/+1 counters on every Zombie or Mutant you control. Best of all, the card naturally plays to a grindy plan: survive early, exploit the token burst, then close with anthem effects or sacrifice outlets. A strong deckbuilding tip is to pair it with cards that care about counters or token bodies, since even one extra rad counter cycle can dramatically raise the chapter II ceiling.
Generated using gpt-5.4-mini
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Character Background
Vault 12: The Necropolis is a slow-burn value engine that rewards control and graveyard-friendly midrange shells, especially in decks already leaning into Zombie or Mutant tribal payoffs. The first chapter hands out rad counters to every player, which can look symmetrical, but it quietly seeds the second chapter for a huge token swing if you’ve built to leverage or amplify counters. Chapter II can flood the board with a startling number of 2/2 Zombie Mutants, often turning a stalled game into a decisive army, while Chapter III converts that horde into a lethal threat by placing two +1/+1 counters on every Zombie or Mutant you control. Best of all, the card naturally plays to a grindy plan: survive early, exploit the token burst, then close with anthem effects or sacrifice outlets. A strong deckbuilding tip is to pair it with cards that care about counters or token bodies, since even one extra rad counter cycle can dramatically raise the chapter II ceiling.
Generated using gpt-5.4-mini · Updated at 2026-08-11 13:10:43 UTC
