Hail, Caesar Commander decklist and upgrade guide – MTG Fallout

Hail, Caesar Commander decklist and upgrade guide – MTG Fallout
Amaar Chowdhury Updated on by

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As we edge closer to the reveal of all cards in the MTG Fallout collaboration, here’s the entire Hail, Caesar decklist that we’ve seen so far. We’ve also included our thoughts on how to upgrade the deck beyond the constraints of it’s preconstructed nature.

The Scrappy Survivors decklist was most recently revealed to us and while it might not belong in the best precon Commander decks, the Hail, Caesar deck might.

✓ Johnny’s Annotation:

Notable Reprints:

Hail, Caesar features plenty of cards that are brand new to Magic: The Gathering. There are also a handful of reprints with new artwork based on Fallout. Notable reprints include Skullclamp, Fervent Charge, Black Market, and Ruinous Ultimatum.

Hail, Caesar Commander Deck – MTG Fallout

A box of Magic the Gathering Universe Beyond Commander deck perfect for Auto Draft fans.

Cards

100

Additional Packs

2-Card Collector Booster Sample Pack

Hail, Caesar decklist so far

While Fallout is defined by its radiation-infested mutants, like all good apocalypse stories – it’s the humans who pose the most threat. Fans of Fallout New Vegas will recognise Caesar, one of the main antagonists in the game.

Caesar, Legion’s Emperor is the Commander leading this deck, and is going to fit well into Human aggro decks. The deck is composed of White, Black, and Red tokens, which as per our color combination guide, will become a Mardu deck.

Play ruthlessly, and attack hard with the Hail Caesar precon.

Card NameCard TypeRarityMana CostStatsDescription
Caesar, Legion’s EmperorLegendary CreatureMythic RareOne generic, one red, one white, one black4/4Whenever you attack, you may sacrifice another creature. When you do, choose two — 1. Create two 1/1 red and white Soldier creature tokens with haste that are tapped and attacking. 2. You draw a card and you lose 1 life. 3. Caesar, Legion’s Emperor deals damage equal to the number of creature tokens you control to target opponent.
Mr. House, President and CEOLegendary Artifact CreatureMythic RareOne red, one white, one black0/4Whenever you roll a 4 or higher, create a 3/3 colorless Robot artifact creature token. If you rolled a 6 or higher, instead create that token and a Treasure token. Four generic, Tap: Roll a six-sided die plus an additional six-sided die for each mana from Treasures spent to activate this ability.
Aradesh the FounderLegendary CreatureRareTwo generic, one white1/4Enlist. Whenever a creature you control attacks, if it enlisted a creature this combat, the creature that attacked gains Double Strike until end of turn. If that creature’s power is 4 or more, draw a card.
Gary CloneCreatureUncommonOne generic, one white1/3Squad: two generic. Whenever a Gary Clone attacks, each creature you control named Gary Clone gets +1/+0 until end of turn.
Marshal’s AnthemEnchantmentRareTwo generic, two white–Multikicker one generic, one white. Creatures you control get +1/+1. When Marshal’s Anthem enters the battlefield, return up to X target creature cards from your graveyard to the battlefield, where X is the number of times Marshal’s Anthem was kicked.
Overseer of Vault 76Legendary Creature–––First Contact. Whenever Overseer of Vault 76 or another creature with power 3 or less enters the battlefield under your control, put a quest counter on Overseer of Vault 76. At the start of combat on your turn, you may remove three quest counters from permanents you control. If you do, put a +1/+1 counter on each creature you control and they gain vigilance until end of turn.
Pre-War FormalwearArtifact – EquipmentRareTwo generic, one white–When Pre-War Formalwear enters the battlefield, return target creature card with mana value 3 or less from your graveyard to the battlefield and attach Pre-War Formalwear to it. Equipped creature gets +2/+2 and has vigilance. Equip: three generic.
Securitron SquadronArtifact CreatureRareOne generic, one white2/2Squad: three generic. Vigilance. Whenever a creature token enters the battlefield under your control, put a +1/+1 counter on it.
Vault 75: Middle SchoolEnchantment – SagaRareTwo generic, two white–Saga abilities: 1. Exile all creatures with power 4 or greater. 2&3. Put a +1/+1 counter on each creature you control.
Yes Man, Personal SecuritronLegendary Artifact CreatureRareTwo generic, one white2/2Tap: Target opponent gains control of Yes Man, Personal Securitron. When they do, you draw two cards and put a quest counter on Yes Man. Activate only during your turn. Wild Card: When Yes Man leaves the battlefield, its owner creates a tapped 1/1 white Soldier creature token for each quest counter on it.
VATSInstantRareTwo generic, two black–Split second. Choose any number of target creatures with equal toughness. Destroy the chosen creatures.
Mysterious StrangerCreatureRareTwo generic, two red3/2Flash. When Mysterious Stranger enters the battlefield, for each graveyard with an instant or sorcery card in it, exile target instant or sorcery card from that graveyard. If two or more cards are exiled this way, choose one of them at random and copy it. You may cast the copy without paying its mana cost.
Powder GangerCreatureRareTwo generic, one red2/2Squad: two generic. When Powder Ganger enters the battlefield, destroy up to one target artifact.
Rose, Cutthroat RaiderLegendary Artifact CreatureRareTwo generic, two red3/2First Strike. Raid – At the end of combat on your turn, if you attacked this turn, create one Junk token for each opponent you attacked. Whenever you sacrifice a Junk, add one red.
Boomer ScrapperCreatureRareOne generic, one black, one red1/1Whenever Boomer Scrapper enters the battlefield or attacks, you lose 1 life and create a Junk token. Whenever a token you control leaves the battlefield, put a +1/+1 counter on Boomer Scrapper.
Kellogg, Dangerous MindLegendary CreatureRareOne generic, one black, one red3/2First strike, haste. Whenever Kellogg, Dangerous Mind attacks, create a Treasure token. Sacrifice five Treasures: Gain control of target creature for as long as you control Kellogg. Activate only as a sorcery.
Legate Lanius, Caesar’s AceLegendary CreatureUncommonTwo generic, one black, one red2/2Decimate — When Legate Lanius enters the battlefield, each opponent sacrifices a tenth of the creatures they control, rounded up. Whenever an opponent sacrifices a creature, put a +1/+1 counter on Legate Lanius.
The Nipton LotterySorceryRareTwo generic, one black, one red–Choose a creature at random. You gain control of that creature until end of turn. Untap it. It gains haste until end of turn. Then destroy all other creatures.
Anguished UnmakingInstantRareOne generic, one white, one black–Exile target nonland permanent. You lose 3 life.
Elder Arthur MaxsonLegendary CreatureRareOne generic, one white, one black4/2Creature tokens you control have training. Blind Betrayal – Sacrifice another creature: Elder Arthur Maxson gains indestructible until end of turn.
General’s EnforcerCreatureUncommonOne white, one black2/3Legendary Humans you control have indestructible. Two generic, one white, one black: Exile target card from a graveyard. If it was a creature card, create a 1/1 white Human Soldier creature token.
MacCready, Mayor of LamplightLegendary CreatureRareOne white, one black1/3Whenever a creature you control with power 2 or less attacks, it gains skulk until end of turn. Whenever a creature with power 4 or greater attacks you, its controller loses 2 life and you gain 2 life.
Craig Boone, Novac GuardLegendary CreatureUncommonOne generic, one red, one white3/3Reach, lifelink. One for My Baby – Whenever you attack with two or more creatures, put two quest counters on Craig Boone, Novac Guard. When you do, Craig Boone deals damage equal to the number of quest counters on it to up to one target creature unless that creature’s controller has Craig Boone deal that much damage to them.
Desdemona, Freedom’s EdgeLegendary CreatureRareTwo generic, one red, one white3/4Vigilance. When Desdemona, Freedom’s Edge attacks, target creature card in your graveyard that’s an artifact or has mana value 3 or less gains escape until end of turn. The escape cost is equal to its mana cost plus exile two other cards from your graveyard.
Heroic ReinforcementsSorceryUncommonTwo generic, one red, one white–Create two 1/1 white Soldier creature tokens. Until end of turn, creatures you control get +1/+1 and gain haste.
Paladin Elizabeth TaggerdyLegendary CreatureRareOne generic, one red, one white3/2Battalion – Whenever Paladin Elizabeth Taggerdy and at least two other creatures attack, draw a card, then you may put a creature card with mana value X or less from your hand onto the battlefield tapped and attacking, where X is Paladin Elizabeth Taggerdy’s power.
Wear//TearInstantUncommon––Wear: Destroy target artifact. Tear: Destroy target enchantment. Fuse (You may cast one or both halves of this card from your hand.)
Ruinous UltimatumSorceryRareTwo red, three white, two black–Destroy all nonland permanents your opponents control.
Arcane SignetArtifactUncommonTwo generic–Tap: Add one mana of any color in your commander’s color identity.
C.A.M.P.ArtifactUncommonThree generic–Whenever fortified land is tapped for mana, put a +1/+1 counter on target creature you control. If that creature shares a color with the mana that land produced, create a Junk token.
ED-E, Lonesome EyebotLegendary Artifact CreatureRareThree generic2/1Flying. ED-E My Love – Whenever you attack, if the number of attacking creatures is greater than the number of quest counters on ED-E, Lonesome Eyebot, put a quest counter on it. Two generic, Sacrifice ED-E: Draw a card, then draw an additional card for each quest counter on ED-E.
Luck BobbleheadArtifactUncommonThree generic–Tap: Add one mana of any color. One generic, tap: Roll X six-sided dice, where X is the number of Bobbleheads you control. Create a tapped Treasure token for each even result. If you rolled 6 exactly seven times, you win the game.
SkullclampArtifact – EquipmentUncommonOne generic–Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip one generic.
Sol RingArtifactUncommonOne generic–Tap: Add two colorless mana.
Ash BarrensLandCommon––Tap: Add one generic. Basic landcycling one generic.
Clifftop RetreatLandRare––Clifftop Retreat enters the battlefield tapped unless you control a Mountain or a Plains. Tap: Add red or white.
Command TowerLandCommon––Tap: Add one mana of any color in your commander’s color identity.
Desolate MireLandRareOne generic, tap–Add one white and one black.
Evolving WildsLandCommon––Tap, Sacrifice Evolving Wilds: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Path of AncestryLandCommon––Path of Ancestry enters the battlefield tapped. Tap: Add one mana of any color in your commander’s color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1.
Temple of TriumphLandRare––Temple of Triumph enters the battlefield tapped. When Temple of Triumph enters the battlefield, scry 1. Tap: Add one red or one white.
Terramorphic ExpanseLandCommon––Tap, Sacrifice Terramorphic Expanse: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

More cards are going to be revealed in the Hail, Caesar decklist on February 21st, and we’re going to update this page as soon as they’ve landed.

One notable card from the Hail Caesar deck is the Ruinous Ultimatuum, which destroys all nonland permanents your opponents control.

Hail, Caesar Themes And Archetypes

The first theme of Hail, Caesar is go-wide tokens. The deck has plenty of ways to create tokens, including on the face commander Caesar, Legion’s Emperor. Most of the tokens the deck creates are Soldiers, so there are a handful of payoffs for that specific creature type as well. A sub-theme with the token archetype is squad, a mechanic that lets you pay extra mana to create token copies of a creature you cast. 

Since the deck has so many ways to generate creature tokens, another theme of the deck is sacrifice. Some of these payoffs come from the spell side of things, sacrificing creatures for value while others come from creatures who have effects trigger when a creature gets sacrificed. 

The final main theme for Hail, Caesar is attacking with two or more creatures. Sometimes this is from the battalion ability, which requires that creature with battalion to attack as well to trigger (such as Paladin, Elizabeth Taggerdy), but the ones without this ability can sit back such as Craig Boone, Novac Guard and still take advantage of the attack trigger. 

There is a very minor theme of dice rolling with the alternate commander Mr. House, President and CEO. This cares about dice rolling, but only two cards in the entire deck actually roll dice. As such, they do very little in an unaltered Hail, Caesar deck but it’s still a small archetype within it. 

Hail, Caesar Deck Analysis

Hail, Caesar has a great toolset to get a ton of creatures onto the battlefield quickly. Caesar, Legion’s Emperor can create two 1/1 tokens whenever you attack (or draw a card and lose a life or deal damage to an opponent equal to the number of creature tokens you control). Hail, Caesar wants you to control a lot of creature tokens, and there are a ton of ways to create them. Squad cards like Gary Clone, Securitron Squadron, and Ruthless Radrat are a few of them that can easily flood the battlefield. Outside of this, there are a handful of spells that create creature tokens such as Secure the Wastes, Martial Coup, and Heroic Reinforcements. 

The deck also cares about your own creatures dying, as there are plenty of useful cards that care about seeing that happen. Black Market is your main way to ramp, as it gets a counter for any creature dies and then adds black mana to your mana pool at the start of each precombat main phase. Pitiless Plunderer is similar as it creates a Treasure token whenever a creature you control dies, and Morbid Oppoertunist draws you a card whenever a creature dies (though only once a turn). 

The deck’s main way to win is through combat. While it does this by flooding the battlefield, it’s backed up by enchantments that help make it easier to push through for lethal damage. Fervent Charge gives a creature +2/+2 whenever it attacks, Intangible Virtue gives your creature tokens +1/+1 and vigilance, and Marshal’s Anthem gives all your creatures +1/+1 while giving you the option to return creatures cards to the battlefield from the graveyard by paying a kicker cost. 

There are many cards in Hail, Caesar that care about creatures attacking. Craig Boone, Novac Guard gets quest counters and can deal damage equal to its counters to a creature unless the opponent decides to take the damage themselves. Elder Arthur Maxson gives all your creature tokens training, meaning they’ll get a +1/+1 counter if they attack with a creature with higher power. Paladin Elizabeth Taggerdy is a card that can cheat creatures onto the battlefield, as when it and two other creatures attack you draw a card and put a creature with mana value X or less, where X is Elizabeth’s power tapped and attacking. Since you can grow Paladin Elizabeth Taggerdy with +1/+1 counters easily in the deck, you can guarantee you can put any creature in the deck onto the battlefield. 

Budget Cards To Upgrade Hail, Caesar With

As with all pre-constructed decks, there are a few cards that are on the weaker side, and as such, can be removed and replaced with stronger options. There are plenty of powerful cards you can upgrade Hail, Caesar with without the need to break the bank. 

One such card is Legion Loyalty. It gives all your creatures myriad, which creates a copy of itself whenever it attacks that is attacking each other opponent in the game, and then the tokens get exiled. This plays into the deck’s main strategy of flooding the battlefield and can take advantage of enter-the-battlefield effects. It does cost a hefty eight mana to cast, but Black Market can help counteract the high casting-cost. 

Another budget upgrade option is Viscera Seer. Hail, Caesar wants to see a lot of creatures dying, as there are many payoffs for sacrificing your creatures, but the decklist is fairly light on ways to actually sacrifice your creatures. Viscera Seer is one of the best sacrifice outlets, as it doesn’t cost any mana to use its ability and only costs one black mana to cast to get it on the battlefield early. It lets you scry one for every sacrifice, which can help ensure the top card of your library is something that will be useful for the current board state, and not one that will have no impact. 

The decklist is rather solid at what it wants to do, so upgrades aren’t something you need to do. Hail, Caesar is fantastic out of the box. There is one card that notably does very little for the strategy, that being Mr. House, President and CEO. If you are looking to upgrade Hail, Caesar, it should be the first card that you are cutting. There are hardly any ways to roll dice, and it makes Robot tokens when the deck wants Soldier tokens instead. In addition, the Luck Bobblehead is another card that can be cut alongside it. This can either be replaced with another mana rock, or another Bobblehead that does more for the overall strategy such as the Endurance Bobblehead. 

Upgrades to pre-constructed decks are always optional, and some enjoy playing with the deck straight out of the box instead of altering it (especially for Universes Beyond sets to keep them fully on theme). However, if you do want to boost the power of Hail, Caesar, there are many ways to do so. There are budget options as well as other options that require more money, but can lead to a much stronger deck (such as including Phyrexian Altar).


That’s as much as we have on the Hail, Caesar decklist and upgrade guide. In the meantime, you might be interesting in having a look at the most expensive Fallout MTG cards, all of which should excite you.