Vexing Radgull
Tracked across real Commander games played through TurnZero HQ.
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What it does
Flying
Whenever this creature deals combat damage to a player, that player gets two rad counters if they don't have any rad counters. Otherwise, proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Rulings
13 official rulings, in the order Wizards published them.
- 2024-03-08
If 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.
- 2024-03-08
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- 2024-03-08
You don’t have to choose every permanent or player that has a counter—only the ones you want to add counters to. Since “any number” includes zero, you don’t have to choose any permanents at all, and you don’t have to choose any players at all.
- 2024-03-08
There 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.”
- 2024-03-08
Keep 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.
- 2024-03-08
The 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.
- 2024-03-08
Players can respond to a spell or ability whose effect includes proliferating. Once that spell or ability starts to resolve, however, and its controller chooses which permanents and players will get new counters, it’s too late for anyone to respond.
- 2024-03-08
Some spells and abilities that cause you to proliferate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won’t resolve. You won’t proliferate.
- 2024-03-08
Rad 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.
- 2024-03-08
You can choose any permanent that has a counter, including ones controlled by opponents. You can choose any player who has a counter, including opponents. You can’t choose cards in any zone other than the battlefield, even if they have counters on them.
- 2024-03-08
In 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.
- 2024-03-08
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- 2024-03-08
If a player or permanent has more than one kind of counter on it, and you choose for it to get additional counters, it must get one of each kind of counter it already has. You can’t have it get just one kind of counter it already has and not the others.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Vexing Radgull, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| the wise mothman | 1 | 0 | — |
Colors it shows up in
- Sultai 1 deck
Vexing Radgull price history
The Fallout #41 printing, as Scryfall reports the TCGplayer market. Updated nightly. Click any version below to chart its price.
Every recorded price change
| Date | Non-foil | Foil |
|---|---|---|
| Oct 27, 2026 | $0.56 | $9.51 |
| Oct 26, 2026 | $0.57 | $9.51 |
| Oct 25, 2026 | $0.62 | $9.51 |
| Oct 24, 2026 | $0.67 | $9.51 |
| Oct 23, 2026 | $0.69 | $9.51 |
| Oct 22, 2026 | $0.77 | $9.51 |
| Oct 21, 2026 | $0.87 | $9.51 |
| Oct 20, 2026 | $0.90 | $9.51 |
| Oct 19, 2026 | $1.08 | $9.51 |
| Oct 18, 2026 | $1.15 | $9.51 |
| Oct 17, 2026 | $1.24 | $9.51 |
| Oct 16, 2026 | $1.34 | $9.51 |
| Oct 15, 2026 | $1.38 | $9.51 |
| Oct 13, 2026 | $1.50 | $9.51 |
| Oct 12, 2026 | $1.50 | $9.82 |
| Oct 11, 2026 | $1.51 | $9.82 |
| Oct 10, 2026 | $1.52 | $9.82 |
| Oct 9, 2026 | $1.43 | $9.82 |
| Oct 8, 2026 | $1.42 | $9.82 |
| Oct 7, 2026 | $1.43 | $9.82 |
| Oct 6, 2026 | $1.37 | $9.82 |
| Oct 5, 2026 | $1.31 | $9.82 |
| Oct 4, 2026 | $1.26 | $9.82 |
| Oct 3, 2026 | $1.21 | $9.82 |
| Oct 2, 2026 | $1.09 | $9.80 |
| Oct 1, 2026 | $1.04 | $9.80 |
| Sep 30, 2026 | $1.02 | $9.72 |
| Sep 29, 2026 | $0.99 | $10.01 |
| Sep 28, 2026 | $0.97 | $11.56 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Vexing Radgull
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them. Click a card's art to chart that version's price above.
- Normal
- $0.56
- Foil
- $9.51
- Foil
- $34.70
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Vexing Radgull. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.