Featured here is none other than
The Wise Mothman

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.
heading what could easily be the most interesting and new take on a classic Magic mechanic, milling! But this is Fallout, so we’re talking about the new rad mechanic which combines with +1/+1 counters and mutant sub-themes. Both Commanders that the deck employs utilize milling and rad so we’ll start there.
If you want a refresher on what the rad counter mechanic is, take a look here.
Wise and Strong

Functional, synergistic and not too much mana,
The Wise Mothman

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.
gives you the ability to generate rad counters every turn. With no further help, you can easily grow your board every turn while also slowing chipping away at life totals. This trigger can only place a single counter on your creatures, but it can be doubled or tripled. Proliferate is an important ability because it impacts both rad and +1/+1 counters. Because of this,
Inexorable Tide



At the beginning of each end step, enchanted player mills X cards, where X is the number of cards put into their graveyard from anywhere this turn.
all ensure that the second The Wise Mothman hits the board, it’s going to be a considerable threat.
What about your other potential commander? Can it compare to the simplicity and power of The Wise Mothman?
A Master

Even though it does not generate as much table-wide rad as the Mothman, The Master, Transcedent does its own thing quite well. While Mothman is busy flying and becoming a huge threat very quickly, the Master enjoys playing the waiting game. Thus, the Mothman is proactive, and the Master reactive.
Alongside
Raul, Trouble Shooter

{T}: Each player mills a card. (They each put the top card of their library into their graveyard.)
, self-mill is a potential option to be explored and
Vault 87: Forced Evolution

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.
gives you additional theft opportunities. As is, the deck is fairly stacked to Mothman’s advantage. The Master does not really benefit directly from the +1/+1 counters. However, if you draw into the mill and rad portion of the deck, well, the Master can control a table. Stealing a high impact creature each turn has potential. Many players will enjoy the Master being an Artifact Creature. Thus he can easily be untapped on each turn if you upgrade the deck. Four or more free creatures from graveyards per round is bonkers powerful.
Let’s Talk Removal

We’ve seen fair amounts of mass removal from the other Fallout decks, but Mutant Menace takes single target removal seriously. From
Alpha Deathclaw

When this creature enters or becomes monstrous, destroy target permanent.
{5}{B}{G}: Monstrosity 4. (If this creature isn't monstrous, put four +1/+1 counters on it and it becomes monstrous.)
to
Atomize


When this land enters, you may put target creature card from your graveyard on top of your library.
{T}: Add {B}.
to do it all over again. As far as reprints go, you have mass targeted removal in
Casualties of War

• Destroy target artifact.
• Destroy target creature.
• Destroy target enchantment.
• Destroy target land.
• Destroy target planeswalker.
and the ubiquitous
Putrefy

Of course, that’s not to say the deck does not have a brutal board wipe or two.
Nuclear Fallout

Rampaging Yao Guai

This creature enters with X +1/+1 counters on it.
When this creature enters, destroy any number of target artifacts and/or enchantments with total mana value X or less.
easily clears the entire board of pesky artifact tokens along with most enchantments if you want it to while also being a huge body. While Mutant Menace really does not want to lose enchantments, artifacts are not nearly as necessary.
Speaking of Radiation

There are plenty of creatures packed into Mutant Menace that can add two rad per connection on combat damage. That said,
Feral Ghoul

Whenever another creature you control dies, put a +1/+1 counter on this creature.
When this creature dies, each opponent gets a number of rad counters equal to its power.
delivers an absolutely soul shattering amount of rad to every single one of your opponents when it dies. Not only does the Ghoul gain counters when your other creatures die, you always have Mothman to keep it growing. It combos perfectly with
Power Fist

Equip {2}
to force the issue. Block and it dies and you rad everyone. Don’t block and it grows even larger for more future rad.
Surprisingly, the next best card that can generate the most rad is
Struggle for Project Purity

• Brotherhood — At the beginning of your upkeep, each opponent draws a card. You draw a card for each card drawn this way.
• Enclave — Whenever a player attacks you with one or more creatures, that player gets twice that many rad counters.
if you choose the Enclave option. This method is way better than normal because they are gaining it during combat. Because of this timing, they cannot lose this rad until their next turn which allows you to proliferate it and combo it with cards like
Vault 12: The Necropolis

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.
that count rad during your turn before they can get rid of any. Clearly rad is an interesting mechanic that this deck utilizes extremely well.
Mutants are Oddities

Meet
Harold and Bob, First Numens

When Harold and Bob dies, if it was a creature, return it to the battlefield. It's an Aura enchantment with enchant Forest you control and "Enchanted Forest has '{T}: Add three mana of any one color. You get two rad counters.'" Harold and Bob loses all other abilities.
. Say hi H&B! In any case the deck does have a mutant sub-theme and some of them are less than stellar. Here, the pair are a 3/3 for three which is not that relevant. Their primary ability? To die and become an Aura that has to enchant a
Forest


What about
Lumbering Megasloth

Trample
This creature enters tapped.
? It’s a huge monster, an 8/8 with Trample at probably only two or three mana. The downside is that it enters tapped and no other abilities. While it could draw eight cards from
Vault 87: Forced Evolution

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.
it really doesn’t offer much else.
Luckily, you have significantly better Mutants like
Lily Bowen, Raging Grandma

Lily Bowen enters with two +1/+1 counters on it.
At the beginning of your upkeep, double the number of +1/+1 counters on Lily Bowen if its power is 16 or less. Otherwise, remove all but one +1/+1 counter from it, then you gain 1 life for each +1/+1 counter removed this way.
,
Strong the Brutish Thespian

Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.
You gain life rather than lose life from radiation.
or Agent Frank Morrigan who all do a heck of a lot more on top of their creature type. The deck even has a go wide strategy with Watchful Radstag which can obviously get out of control very quickly. Marcus, Mutant Mayor is exceptional in this deck, fixing a creature with no counters to get that important first counter, and then turning every creature into potential card draw.
Speaking of odd, what is Piper Wright, Publick Reporter doing in this deck? Something, something, +1/+1 counters, something something, proliferate? Sure. This feels like a Murders at Karlov Manor card that somehow creeped into Mutant Menace. Much of the deck is very unified so the inclusion of Piper is somewhat discordant. Sometimes, though, you just need card draw and an extra +1/+1 counter I guess.
39 Lands

For a deck that dishes out rad, a land with “tap to draw a card…if you have rad” is excellent. It doesn’t begin and end there for Mariposa Military Base. The card is also a convenient “spell” that effectively says “pay one colorless, get two rad.” Taking up zero room in the deck’s build while increasing rad count is great.
You also have Tato Farmer that can help save any land you want from getting milled, so you do have a backup plan if milling goes poorly.
The overall mana base looks okay minus the aforementioned Forest issue. There are a lot of blue duals while the deck only has a single double blue pip card. Meanwhile, there are tons of double green and black cards. Be careful with your opener and you may still end up getting a little unlucky with self mill. There are plenty of dual lands to assist you though.
Mutants, Milling, and Melting
Unlike Hail Caesar, the mixture of cards in Mutant Menace don’t particularly care about order. It will be interesting to see if rad accrual strategies that combine a mixture of proliferate effects with some very specific cards, I’m looking at you Misinformation, become popular or if it remains primarily a +1/+1 counter deck with a mill sub-theme. One thing is certain, don’t ever mess with the Mothman. Ever. Look for the game play review and upgrade article soon!