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
$0.25
Low
$0.29
Market
$0.36
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 is a classic Sultai-flavored value engine that leans into tempo and incremental snowballing, with a strong control subtheme. Chapter I can steal an opposing non-Mutant attacker or utility creature for a few turns, often swinging combat or stealing a blocker to stabilize. Chapter II then rewards you for developing a board, turning one of your creatures into a Mutant while also enlarging it, which is especially good with proliferate, counter-doubling, or any list already happy to stack +1/+1 counters. Chapter III can refuel you hard if you’ve built up even one large Mutant, so deckbuilding around resilient creatures with natural growth, mutate-style board pressure, or cards that repeatedly place counters makes the Saga much stronger. In practice, this card shines when you can survive early, leverage the temporary theft to buy time, and then cash in for a burst of cards that keeps your advantage rolling.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.25 - $0.36
At the current market price of $0.29.
Average Time to Sell
3 days
At the current market price of $0.29.

Public Decks Using This Card

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Character Background

Vault 87: Forced Evolution is a classic Sultai-flavored value engine that leans into tempo and incremental snowballing, with a strong control subtheme. Chapter I can steal an opposing non-Mutant attacker or utility creature for a few turns, often swinging combat or stealing a blocker to stabilize. Chapter II then rewards you for developing a board, turning one of your creatures into a Mutant while also enlarging it, which is especially good with proliferate, counter-doubling, or any list already happy to stack +1/+1 counters. Chapter III can refuel you hard if you’ve built up even one large Mutant, so deckbuilding around resilient creatures with natural growth, mutate-style board pressure, or cards that repeatedly place counters makes the Saga much stronger. In practice, this card shines when you can survive early, leverage the temporary theft to buy time, and then cash in for a burst of cards that keeps your advantage rolling.

Generated using gpt-5.4-mini · Updated at 2026-08-11 17:10:44 UTC

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