Magic: The Gathering – Science! Fallout Commander Deck Guide

Even after the Great War reduced the United States of America to a nuclear wasteland, mankind never returned to the Dark Ages. Much was lost, of course, but the march of progress continued as new generations of scientists struggled to heal the ravaged wasteland... while others worked dilligently to build even more effective weapons of war. These scientists, and their projects, are the theme of Magic: The Gathering's Science! commander deck.
RelatedEvery Card In Magic: The Gathering's Fallout Commander Decks
War never changes in Magic: The Gathering's crossover with Fallout.
PostsJust like the scientists in the Fallout franchise mix ancient technology with new innovations, the Science! deck combines new cards with old mechanics that reward you for taking the time to stockpile resources and trust technology to thrive in the in the wasteland and at the game table.
Science! Commander Deck List
Plains by Samuele BandiniHere's the full deck list, organized by card type.
Science! Commander Deck
Commander (1)
Dr. Madison Li
Creatures (23)
Arcade Gannon
Assaultron Dominator
Behemoth of Vault 0
Brotherhood Scribe
Curie, Emergent Intelligence
Elder Owyn Lyons
James, Wandering Dad
Liberty Prime, Recharged
Loyal Apprentice
Nick Valentine, Private Eye
Paladin Danse, Steel Maverick
Red Death, Shipwrecker
Rex, Cyber-Hound
Robobrain War Mind
Sentinel Sarah Lyons
Sentry Bot
Shaun, Father of Synths
Solemn Simulacrum
Steel Overseer
Synth Eradicator
Synth Infiltrator
The Motherlode, Excavator
Whirler Rogue
Sorceries (4)
Austere Command
One with the Machine
Open the Vaults
Wake the Past
Instants (8)
Bottle-Cap Blast
Crush Contraband
Dispatch
Electrosiphon
Glimmer of Genius
Swords to Plowshares
Thirst for Knowledge
Unexpected Windfall
Artifacts (22)
Arcane Signet
Automated Assembly Line
Brotherhood Vertibird
C.A.M.P.
Endurance Bobblehead
Everflowing Chalice
Expert-Level Safe
Intelligence Bobblehead
Lightning Greaves
Mind Stone
Mystic Forge
Nuka-Cola Vending Machine
Panharmonicon
Plasma Caster
Sol Ring
T-45 Power Armor
Talisman of Conviction
Talisman of Creativity
Talisman of Progress
The Prydwen, Steel Flagship
Thought Vessel
Wayfarer's Bauble
Enchantments (5)
Mechanized Production
Nerd Rage
Overencumbered
Vault 112: Sadistic Simulation
Vault 13: Dweller's Journey
Lands (37)
Ash Barrens
Buried Ruin
Clifftop Retreat
Command Tower
Evolving Wilds
Exotic Orchard
Ferrous Lake
Glacial Fortress
HELIOS One
Irrigated Farmland
Island (4)
Mountain (5)
Myriad Landscape
Mystic Monastery
Path of Ancestry
Plains (4)
Prairie Stream
Razortide Bridge
Rustvale Bridge
Silverbluff Bridge
Skycloud Expanse
Spire of Industry
Sulfur Falls
Temple of Enlightenment
Temple of Epiphany
Terramorphic Expanse
Treasure Vault
Science! Commander Deck Themes
Rex, Cyber-Hound, by Jeremy PaillotinThe primary theme of the Science! deck is artifacts. This deck wants to stockpile artifacts and then reward you for your growing collection of advanced technology. With several ways to play artifacts from your graveyard and return them from your hand, plus ways to copy them and the return of Fortifications after a 17-year hiatus, you'll have no problem winning the artifact arms race.
The secondary theme is energy counters, last seen in 2017's Aether Revolt. There are several new ways to create and spend energy counters, and the commander, Dr. Madison Li, provides support for both themes by generating energy every time an artifact enters the battlefield under your control.
The deck contains two potential commanders, but Dr. Madison Li is the only one that supports both the artifact and energy themes. The only other potential commander, Liberty Prime, Recharged, requires energy to both attack and block, and can only generate energy by sacrificing your other artifacts.
While this is useful in a pinch, in an artifacts matter deck you'll get much more value out of Dr. Madison Li's passive energy generation than from Liberty Prime, Recharged's parasitic version.
Science! Commander Deck Analysis
Glimmer of Genius by Josu HernaizThe Science! deck focuses heavily on artifacts, and does an excellent job of making use of them. With an astounding ten mana rocks and two creatures which can generate mana as well, you'll rarely struggle with mana unless you can't draw lands for the first several turns. It also features both active and passive energy generation, including HELIOS One, the first land that can be tapped for energy. And it contains a solid collection of offensive, defensive, and utility creatures for almost any situation.
Perhaps representing the scientists' hesitance to fall back on the same weapons that were used in the Great War, the Science! deck is sorely lacking in mass removal, containing only Austere Command as a mass removal option. While it does contain several spot removal options, such as Swords to Plowshares and Crush Contraband, the deck is likely to be overrun by fast, creature-heavy decks.
The best way to upgrade most preconstructed decks is to narrow the focus to a single theme, and Science! is no exception. The deck as it arrives is split between artifacts and energy, with some overlap.
"Artifacts matter" is a particularly strong archetype, with commanders like Urza, Lord High Artificer at the hounds, but no effective energy commanders exist outside the Science! deck. In order to keep the deck unique, focus on the energy theme and narrow the artifact theme.
Underperforming Cards
Intelligence Bobblehead
Endurance Bobblehead
Everflowing Chalice
Thought Vessel
Path of Ancestry
Wayfarer's Bauble
Terramorphic Expanse
Unexpected Windfall
Nick Valentine, Private Eye
Expert-Level Safe
Curie, Emergent Intelligence
Overencumbered
Brotherhood Vertibird
Red Death, Shipwrecker
C.A.M.P.
Both Bobbleheads, the Overflowing Chalice, and Thought Vessel are solid cards, but there are better mana rocks available, especially in the three-mana range. Path of Ancestry is similarly a good card, but with less than a third of the creatures sharing a type with the commander, it won't have much use except as a mana fixer, but entering the battlefield tapped slows it down.
Wayfarer's Bauble and Terramorphic Expanse, and Evolving Wilds all function to thin the deck and fetch the basic land you need for whatever color you're short on, but they're redundant enough and there are enough other mana options that you can safely cut two, leaving one of the lands in place and replacing the other. One can be directly upgraded, and Unexpected Windfall can similarly be replaced with a direct upgrade.
Nick Valentine, Private Eye, Expert-Level Safe, and Curie, Emergent Intelligence are all decent draw cards, but tend to be clunky and can easily be replaced with better draw options. Overencumbered is thematic to the Fallout setting, but there are multiple recent archetypes that focus on the tokens it provides to your opponent, making it potentially more helpful to your opponent than to you.
Red Death, Shipwrecker doesn't fit the theme of the deck except as a mana producer, and can easily be replaced with an artifact creature with the same basic function which also interacts with your artifact theme. Brotherhood Vertibird can also be replaced as you scale down the artifact theme.
C.A.M.P. is an interesting card, but it takes six mana to play and equip, and the junk tokens become less useful as you focus more on energy.
Science! Commander Deck Budget Upgrades
Shaun, Father of Synths by Zuzanna WużykThis deck wants to spread itself thin between two themes, but by trimming the fat and doubling-down on the energy theme, it can get a little power boost and feel more unique at the same time. Since it already has several excellent ways to spend energy, we'll largely focus on generating additional energy. Fortunately, these cards are available to even the most budget-conscious player!
Image
Name
Reason
Lightning Runner
Energy production every time it attacks, and an excellent energy sink to gain extra attack phases. If equipped with a Plasma Caster, this card will earn extra attacks every other turn.
Aethersquall Ancient
This deck contains a lot of triggered and activated energy production, but Aethersquall Ancient adds passive energy production during your upkeep. More importantly, it adds a reusable asymmetric boardwipe, something this deck is sorely lacking.
Decoction Module
You'll be playing a lot of creatures, so this allows you to get extra energy whenever you play a creature or create a creature token. Even better, it adds a layer of protection to your creatures by allowing you to return them to your hand and play them again later.
Deadlock Trap
While this can't counter activated abilities, it can block them on creatures and planeswalkers if you get the timing right. It can also prevent major threats from attacking or remove a blocker from the equation.
Consulate Turret
It's like a mana rock, but for energy. Aside from HELIOS One, this is the only card that can be tapped to generate an energy counter.
Aether Hub
It generates mana when it enters the battlefield, comes into play untapped, and can generate any color mana in a pinch. You'll use it for colorless mana most of the time, so usually it will be a net energy gain.
Counterspell
The deck is a little low on interaction, and having the option to counter your opponent's bit play is always a good idea.
Inspiring Statuary
Most of your artifacts function regardless of whether or not they're tapped, so including Inspiring Sanctuary turns almost every artifact into a mana rock.
Manascape Refractor
This gives you access to a second copy of all of your lands' activated abilities, as well as those of all of your opponents. Usually, this will be a versatile mana rock, but with the right lands in play, it can generate energy, search for other lands, and even create treasure tokens.
Rise and Shine
A quarter of the deck is noncreature artifacts, and there are plenty of ways to generate artifact tokens. This can turn your artifacts into an army. Better yet, with Inspiring Statuary, you can improvise the overload cost!
Crawlspace
Replacing Overburdened with Crawlspace means that all of your opponents are discouraged from attacking you, instead of feeding resources to one and only discouraging that opponent. Plus it's another artifact.
Escape Tunnel
This is a direct upgrade to Terramorphic Expanse and Evolving Wilds, with the added option to make Rex, Cyber-Hound or another low-attack creature unblockable for a turn.
Big Score
This functions identically to Unexpected Windfall, but is easier to cast because it requires less specific colored mana.
Jeskai Ascendancy
With lots of inexpensive noncreature spells, this can buff your creatures pretty quickly. If you include mana-producing creatures to pay for those spells, or use Inspiring Statuary with artifact creatures to improvise them, you can get a lot of value out of this.
Emry, Lurker of the Loch
You already have artifact recursion, but Emry, Lurker of the Loch is a little more reliable than Arcade Gannon, and significantly cheaper.
Welding Jar
Regenerate the artifact or artifact creatures that you want to keep, and then replay for free from your graveyard with either Arcade Gannon or Emry, Lurker of the Loch.
Jeskai Ascendancy, Emry, Lurker of the Loch, and any zero-mana artifact that sacrifices itself form an infinite combo that can buff your creatures for the final swing. This can happen as early as turn two with a Sol Ring and Arcane Signet on turn one, or can be used for unlimited energy with Dr. Madison Li in play.
Other Upgrade Options
- Gonti's Aether Heart and Aetherworks Marvel both net extra energy as permanents enter and leave the battlefield, respectively, with secondary effects of getting an extra turn or cheating a big spell out of your library.
- Additional counter options, such as Negate, Cancel, and Rewind allow you more interaction with your opponents' decks and more protection for you own.
- Academy Manufacturer will create extra food, clue, or treasure tokens whenever you create any. Paired with Nuka-Cola Vending Machine, you'll soon be swimming in tokens. It's an excellent option if you decide to lean into the artifact side of the deck.
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