SURGE FOILCheapest priced copy (Fallout): $0.35 at Card Kingdom, near mint, their price list as of .
Contaminated Drink 


Instant · Uncommon · Fallout · #627
Draw X cards, then you get half X rad counters, rounded up.
Legal inCommanderLegacyVintage
Not legal inBrawlStandardPioneerModernPauper
2 printings · $0.35 to $3.49 at Card Kingdom
8 rulings from Wizards of the Coast
- 8 March 2024In a game using the shared team turns option, such as an Archenemy or Two-Headed Giant game, the inherent triggered ability associated with rad counters triggers once for each player on the active team that has rad counters. Each instance of that ability is controlled by one of those players.
- 8 March 2024There is an inherent triggered ability associated with having rad counters. This triggered ability has no source and is controlled by the active player. The full text of this ability is “At the beginning of the precombat main phase of a player with rad counters, that player mills cards equal to the number of rad counters they have. For each nonland card milled this way, that player loses 1 life and removes one rad counter from themselves.”
- 8 March 2024Keep track of how many rad counters each player has. Potential ways to track this include writing them down on paper or using dice, but any method that is clear and mutually agreeable is fine.
- 8 March 2024Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- 8 March 2024The cards are milled all at once, which means abilities that trigger “whenever one or more nonland cards are milled” will trigger exactly once as long as at least one nonland card was milled.
- 8 March 2024Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- 8 March 2024If a player has fewer cards remaining in their library than the number of rad counters they have when the triggered ability resolves, they’ll mill as many cards as they can.
- 8 March 2024Rad counters don’t go away as steps, phases, or turns end. They only go away when an effect instructs a player to remove rad counters from themselves.