Summary
Every Universes Beyond set brings with it a ton of powerfulMagic: The Gatheringcards for you to collect and, with a set like Universes Beyond: Fallout, you too can get your decks ready for exploring the wasteland with any of these powerful singles.
Whether you’re looking to grab a few singles for your Commander deck, or just love the flavor of the Fallout games, these cards are some of the coolest in the set. Lets breakdown some of the better cards from Universes Beyond: Fallout and see what singles you’re going to want to grab.

10V.A.T.S.
Vault-Tec Assisted Targeting System
There’s a lot of mental work that might have to go into V.A.T.S., but it’s worth the effort given how versatile this card is. V.A.T.S. lets you pick any number of creatures that share the same toughness and then destroy them all. If there’s an army of 1/1s coming your way, you get to blow them all up, or even if there’s a particularly problematic creature you want to be removed with no interference, V.A.T.S. can come through.
Also, V.A.T.S. has split second, so as soon as you cast it, no one, yourself included, can cast spells or activate abilities until it resolves. So no protection spells and no counter magic. All they can do is activate mana abilities, which unless there’s some niche situation going on, won’t do much until after V.A.T.S. resolves.

9Idolized
There Can Only Be One
One of the more powerful enchantments in a set filled with all sorts of powerful enchantments, Idolized combines the power of auras with an effect similar to the exalted mechanic. Any time the creature enchanted by Idolized attacks, the creature gets +X/+X for the turn, with X equalling the number of nonland permanents you control.
With all the tokens running around in this set, like Junk and Treasure tokens, plus creatures, artifacts, and everything else, you’ll be pumping your creature up with a ton of power every time you attack. It only works if you attack alone, but so long as you have trample or some other type of evasion on it too, you can turn it into a OHKO.

8Inventory Management
Don’t Get Overencumbered
Moving around enchantments and auras can be a bit of a pain in Magic. There aren’t many ways to move an enchantment from one creature to another, andmoving multiple equipment aroundcan quickly drain your mana. That’s where Inventory Management comes in.
This spell lets you pick and choose which auras and equipment you want to move to another creature. Plus, the spell has split second, so no one can respond after you’ve cast it. Say your opponent casts a removal spell on your commander, you can use Inventory Management to move a Sword of Feast and Famine on it to give it protection from black spells, negating the effect and keeping your commander alive.

7Caesar, Legion’s Emperor
Your Legion Has Its Rome
One of the new main commanders from the Fallout Commander decks, Caesar, Legion’s Emperor is a powerful Mardu legendary creature that gives you a ton of options once you enter combat. Anytime you attack with any creature, not just with Caesar, you can pick two out of three options. You get to make two additional 1/1 creature tokens tapped and attacking, draw a card and lose a life, or deal damage to an opponent equal to the number of creature tokens you control, all for the low cost of sacrificing another creature.
All these options let you do any number of things, including flooding the board with tokens, refilling your hand, or even potentially taking an opponent out of a game if you have enough tokens out. All options you pick are great, and in a deck with a lot of Aristocrat themes in it, you’re able to drain your opponents turn after turn.

6Grim Reaper’s Sprint
Keep Running
An absolutely wild enchantment, Grim Reaper’s Sprint starts off at five mana, which is a little much at first, but is reduced down to just two mana if a creature died this turn. It gives the enchanted creature +2/+2 and haste, which is good, but not the thing you should care the most about.
When Grim Reaper’s Sprint comes into play, you get to untap all your creatures and if it’s your main phase, you get an extra combat phase. If you have a way to blink this Aura, you can keep taking combat steps over and over again with very little effort.

5Vault 101: Birthday Party
Blow Out The Candles
Sagas do something really cool in Universes Beyond: Fallout. Each one tells a story from a different Vault in the Fallout world, with Vault 101 representing the journey that the main character of Fallout 3 takes before leaving to go into the wasteland near Washinton DC.
Vault 101: Birthday Party has you make a 1/1 Human Soldier token and a Food token, which is a cute nod to the events of the opening of the game. Then, for chapters two and three, you get to take an aura or equipment from your hand or graveyard, and put it directly into play, attaching it to a creature for free if it is an equipment. You’ll be able to cheat out any number of powerful cards this way, giving you a huge burst of power early in the game.

4Nuclear Fallout
A mass removal spell that’s exactly as good as you need it to be, Nuclear Fallout is one of the more interesting ways to deal with a problematic board. At just two mana and however much you want to pay into the X cost, all creatures get twice -X/-X for the turn,with each player getting X rad counters.
If you put five mana into X, all creatures get -10/-10, which is exceptionally good when facing down a cluttered board. The rad counters can cause some problems for your opponents too, milling away their necessary cards turn after turn while loading your graveyard with powerful cards to bring back.

3Strong Back
Lift From The Knees
There are a ton of great enchantments in the Fallout set, so let’s take a look at one more. Strong Back is a green enchantment that gives your enchanted creature +2/+2 for each Aura and Equipment attached to it. If Strong Back is the only one, your creature gets +2/+2.
If you have five cards attached to it, it’s getting a massive +10/+10. Then it has two other abilities as if that wasn’t enough. Attaching equipment to the same creature costs three mana less to cast, making it easier to load your creature up with extra cards, and then, if you were to target it with an aura, it also costs three mana less.

2Radstorm
Bring An Umbrella
Storm is one of those mechanics that is just too dangerous to print, but every now, and again it manages to slip into a set. Radstorm takes the storm mechanic to new realmsby slapping proliferate onto the spell.
Storm works by making extra copies of it when you cast it equal to the number of other spells you’ve cast this turn before it. If you’ve cast three other spells, you get a total of four copies of Radstorm on the stack. you may quickly tick up anything from Rad to Poison counters with Radstorm, making it an immediate threat when cast.

1Pip-Boy 3000
Fashionable And Functional
This might be wildly off base, but Pip-Boy 3000 seems like an incredibly powerful card for any deck running a good number of creatures. Anytime an equipped creature attacks, you get to do one of three things.
you’re able to either draw and then discard a card, give the equipped creature a +1/+1 counter, or untap two lands. Looting effects are pretty solid, and pumping up a creature turn after turn is great too, but being able to untap lands, like Nykthos, Shrine to Nyx to generate a ton of mana is too good to pass up.