Summary
Now that all theMagic: The GatheringUniverses Beyond: Fallout commander decks are revealed, the question in your mind is going to be which of the four is the best? With each deck tackling a different faction and era in the Fallout universe, they all have their strengths and weaknesses to keep in mind.
Among the different decks, each one also comes with a unique playstyle and approach to winning the game, so no two are going to be the same. So grab your Pip-Boy, load up on Stimpaks, and all the bottlecaps you may carry, you’re going to need them all if you’re checking out these Fallout Commander decks.

4Mutant Menace
The Mutant Menace deck is designed around the commander, The Wise Mothman, a mutant who distributes Rad counters to all players when he attacks or comes into play. This mechanic hasany player with Rad counters on themmill that many cards from their deck, losing one life for each nonland card milled this way, and then they lose one rad counter.
Many of the cards in the deck deal with adding these counters, plus plenty of +1/+1 counters to your creatures, so you can bet that there are tons of ways to proliferate all your counters up to even higher levels and to keep your opponents constantly losing life through either combat or radiation.

The downside is that the deck can feel a little split in terms of what you want to achieve. Sure, there are plenty of creatures to be swinging in with, but if you’re trying to focus on milling your opponents through radiation counters, you’re going to need to make a few upgrades to keep the proliferation up. That said, there are plenty of amazing spells in this deck to compensate for some of the weaker parts. Nuclear Fallout is one of the better mass removal spells ever printed, letting you get around any indestructible effects your opponent might try to throw out. Plus, you get Radstorm, a powerful new storm card that lets you proliferate for as many spells as you’ve cast this turn.
3Science!
Energy Doesn’t Come Cheap
Energy seemed like a pretty powerful mechanic when it debuted back in Kaladesh, and proved itself to be a little too good to see too often. With the Science! commander deck from Universes Beyond: Fallout, we finally get to return to the mechanic to see what else we can do with it. This blue, red, and white deck excels at producing tons of artifacts, generating a bunch of energy, and then controlling the board until you’re able to secure the win.
Dr. Madison Li is the main commander of the deck, and she generates energy when you cast an artifact spell. She then provides three different ways to spend that energy; letting upgrade a creature, draw a card, or even reanimate an artifact from the graveyard. Since she wants you to cast plenty of artifacts, there’s a higher density than other decks, giving you more than thirty artifacts to keep that energy incoming.

Since so much of the deck relies on energy, you may bet there are plenty of ways to generate it. Electrosiphon is like a mana drain, but for energy counters, granting you energy equal to the mana cost of the spell you countered. Then there’s Brotherhood Scribe, a creature that can tap to gain an energy, but you can only activate it if you have three or more artifacts, which won’t be hard at all. This is a fairly reliable way to generate energy turn after turn, ensuring you always have a little lying around.
2Hail, Caesar
“My Legion Will Have Its Rome.”
Combat is the name of the game with the Hail, Caesar deck, based around the military might of Caesar as he appears in Fallout: New Vegas. The red, white, and black deck has all sorts of creatures and combat tricks to throw out, generating your own legion to take down your opponents.
Unsurprisingly, the commander is Caesar, Legion’s Emperor, who lets you sacrifice a creature to gain two of three benefits when you attack with any creature. Sincethere’s a heavy sacrifice themein the deck too, there are plenty of ways to capitalize on them, like Bastion of Remembrance to drain your opponents of life and Pitiless Plunderer to ramp you up in mana.

Since you’re in the colors with the most removal in Magic, you also get some powerful spells to keep your opponents in check. Among the new ones are V.A.T.S., which destroys all creatures that share a toughness of your choice, and it has split second, a throwback to the in-game system of targeting. There’s also The Nipton Lottery, which is a pretty unreliable but very silly boardwipe and creature-stealing spell that seems like a blast to cast.
1Scrappy Survivors
Good Boy
Last up is the red, green, and white Scrappy Survivors deck, designed around the best hound in the wasteland, Dogmeat, Ever Loyal. The deck wants you to go all in on one creature, loading it up with all sorts of enchantments andequipment to beef them upand let you take out an opponent in an attack or two.
Dogmeat helps you along in this endeavor by creating Junk tokens when any creature with an Aura or Equipment attached to it attacks. You can sacrifice that Junk token to impulse draw the top card of your deck, effectively letting you draw extra cards for each attack.
To start powering up your creatures, you have cards like Idolized, which gives your enchanted creature +X/+X for each nonland permanent you control when you attack alone, which only gets better if you’re able to stockpile some Junk or Treasure tokens for a bit. You also get the fascinating Bloodforged Battle-Axe, an equipment that makes more and more copies of itself with every successful attack.