HubCommandersCardsDecksThemesKeywordsSetsArticles
Sign inSign up

Mythicwyrm is unofficial Fan Content permitted under the Fan Content Policy. Not approved/endorsed by Wizards of the Coast. Portions of the materials used are property of Wizards of the Coast. © Wizards of the Coast LLC.

ArticlesTermsPrivacyAffiliate Disclosurev0.1.0

© 2026 Mythicwyrm. All rights reserved.

← Keywords

RadAway

1 commander-legal card

Browse all 1 cards →

What it does

RadAway isn't actually a keyword—it's a mechanic introduced in the Fallout Commander decks tied to rad counters. When you play with rads, you get rad counters as a player, and during each player's first main phase, if they have any rad counters, they "process" rads: they mill one card per rad counter, then lose 1 life for each nonland card milled this way, and remove one rad counter. RadAway specifically refers to the card RadAway, an artifact that lets you remove all your rad counters. The common mistake is thinking rads trigger constantly or that all milled cards cost life—only nonland cards milled by the rad processing deal damage. Also, you remove only one counter per turn naturally, so rads accumulate fast. In Commander, rads are a slow-burn self-mill/life-loss engine. RadAway and similar effects matter as a pressure valve, letting you dump dangerous stacks of counters before they mill you out or drain you too low.

Iconic cards with RadAway

See all 1 →
Survivor's Med Kit