Secret Lair x Fallout®: Rad explored the strange mutations and radioactive hazards of the Fallout wasteland. The collection drew on themes of radiation, mutation, and evolution, with its artwork connecting the cards to some of the series’ most recognizable irradiated creatures and phenomena. Its focus on the bizarre consequences of excessive exposure to radiation gave the release a distinctly Fallout identity and made it a fitting collectible for fans of the Wasteland’s stranger side.
Permanents you control with counters on them gain hexproof and indestructible until end of turn. Prevent all damage that would be dealt to those permanents this turn. Proliferate. (Choose any number of permanents and/or players, then give each another counter of each kind already there.)
Proliferate, then choose any number of permanents you control that had a counter put on them this way. Those permanents phase out. (To proliferate, choose any number of permanents and/or players, then give each another counter of each kind already there. Treat phased-out permanents and anything attached to them as though they don't exist until their controller's next turn.)
Flying
Whenever The Wise Mothman enters or attacks, each player gets a rad counter.
Whenever one or more nonland cards are milled, put a +1/+1 counter on each of up to X target creatures, where X is the number of nonland cards milled this way.
Given the rarity and limited information on some bonus cards, this may not be a complete list of all potential bonus cards available in this Secret Lair.
Academy Manufactor
If you would create a Clue, Food, or Treasure token, instead create one of each.
As an additional cost to cast this spell, discard a card.
Draw two cards and create two Treasure tokens. (They're artifacts with "{T}, Sacrifice this token: Add one mana of any color.")
Landfall — Whenever a land you control enters, each opponent mills three cards. (To mill a card, a player puts the top card of their library into their graveyard.)