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Strong, the Brutish Thespian
USD $0.35
USD foil $0.50
EUR €0.35
MTGO 0.39 tix

Strong, the Brutish Thespian

{4}{G}{G}

Legendary Creature — Mutant Berserker

Ward {2}

Enrage — Whenever Strong is dealt damage, you get three rad counters and put three +1/+1 counters on Strong.

You gain life rather than lose life from radiation.

"Strong learn secret to human power from Mack Beth."

7 / 7

EnrageWard
Set
Fallout (PIP #84)
Rarity
Rare
Mana value
6
Released
2024-03-08
Artist
Jason Rainville
EDHREC rank
#6,144
Colour identity
{G}
Finishes
Nonfoil, Foil
Served from
Local database

Commander bracket

1 +
Fits any bracket
No Game Changer, land denial, extra turns or two-card combos.

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.21
How much players resent seeing this card. The scale tops out around 3.1.
Can be your commander

Combos 3

Strong, the Brutish Thespian+Agatha's Soul Cauldron+Walking Ballista
{G}
Infinite +1/+1 counters on a creatureInfinite damageInfinite self-mill on your next turnNear-infinite lifegain on your next turnNear-infinite lifegain triggers on your next turn
Strong, the Brutish Thespian+Agatha's Soul Cauldron+Triskelion
{G}
Infinite +1/+1 counters on a creatureInfinite damageInfinite self-mill on your next turnNear-infinite lifegain on your next turnNear-infinite lifegain triggers on your next turn
Strong, the Brutish Thespian+Agatha's Soul Cauldron+Deathbringer Thoctar
{B}{R}{G}
Infinite +1/+1 counters on a creatureInfinite damageInfinite self-mill on your next turnNear-infinite lifegain on your next turnNear-infinite lifegain triggers on your next turn

Commander recommendations

Top synergy 50

Played far more in this commander's decks than elsewhere.

  1. Tato Farmer 84 %+83.2 %
  2. Mariposa Military Base 80 %+79.2 %
  3. Harold and Bob, First Numens 74 %+73.6 %
  4. Prizefight 76 %+73.0 %
  5. Bushwhack 80 %+70.1 %
  6. Titanic Brawl 68 %+66.0 %
  7. Brawn 68 %+64.8 %
  8. Tail Swipe 65 %+61.8 %
  9. Ulvenwald Tracker 66 %+61.4 %
  10. Ancient Animus 63 %+59.9 %
  11. Hedge Shredder 62 %+59.6 %
  12. Smell Fear 63 %+58.3 %
  13. Inscription of Abundance 63 %+58.0 %
  14. Glowing One 58 %+57.6 %
  15. Mutant's Prey 50 %+49.8 %
  16. Bighorner Rancher 49 %+46.0 %
  17. Prey Upon 46 %+44.0 %
  18. Aftermath Analyst 47 %+41.7 %
  19. Caltrops 42 %+41.4 %
  20. Power Fist 44 %+40.0 %
  21. Genesis 41 %+39.7 %
  22. Gaea's Blessing 40 %+38.8 %
  23. Khalni Ambush 47 %+38.7 %
  24. Khalni Ambush 47 %+38.7 %
  25. Six 44 %+37.8 %
  26. Branching Evolution 49 %+37.2 %
  27. Ramunap Excavator 46 %+36.1 %
  28. Lily Bowen, Raging Grandma 36 %+35.3 %
  29. Bridgeworks Battle 48 %+34.7 %
  30. Bridgeworks Battle 48 %+34.7 %
  31. Cartouche of Strength 35 %+34.4 %
  32. Timeless Witness 37 %+33.3 %
  33. Ent's Fury 34 %+33.2 %
  34. Longstalk Brawl 34 %+33.0 %
  35. Blessed Respite 35 %+31.8 %
  36. Eternal Witness 57 %+31.7 %
  37. Arena 31 %+30.7 %
  38. Desert 31 %+30.3 %
  39. Hardened Scales 44 %+29.9 %
  40. Primal Might 32 %+29.2 %
  41. Rampaging Yao Guai 32 %+28.0 %
  42. World Shaper 30 %+28.0 %
  43. Pounce 28 %+27.7 %
  44. Conduit of Worlds 36 %+27.6 %
  45. Evolution Sage 40 %+27.2 %
  46. Rancor 36 %+26.9 %
  47. Swiftfoot Boots 59 %+26.4 %
  48. Unnatural Restoration 31 %+25.5 %
  49. The Mending of Dominaria 25 %+24.3 %
  50. Elixir of Immortality 25 %+23.9 %

Most included 50

Highest share of decks running them, distinctive or not.

  1. Forest 93 %-3.5 %
  2. Tato Farmer 84 %+83.2 %
  3. Mariposa Military Base 80 %+79.2 %
  4. Bushwhack 80 %+70.1 %
  5. Prizefight 76 %+73.0 %
  6. Harold and Bob, First Numens 74 %+73.6 %
  7. Sol Ring 73 %+2.1 %
  8. Cultivate 70 %+18.5 %
  9. Brawn 68 %+64.8 %
  10. Titanic Brawl 68 %+66.0 %
  11. Ulvenwald Tracker 66 %+61.4 %
  12. Tail Swipe 65 %+61.8 %
  13. Smell Fear 63 %+58.3 %
  14. Inscription of Abundance 63 %+58.0 %
  15. Ancient Animus 63 %+59.9 %
  16. Hedge Shredder 62 %+59.6 %
  17. Swiftfoot Boots 59 %+26.4 %
  18. Glowing One 58 %+57.6 %
  19. Eternal Witness 57 %+31.7 %
  20. Rogue's Passage 57 %+20.5 %
  21. Rampant Growth 56 %+13.6 %
  22. Emerald Medallion 55 %+11.1 %
  23. Llanowar Elves 52 %-1.5 %
  24. Beast Within 51 %-6.5 %
  25. Mutant's Prey 50 %+49.8 %
  26. Bighorner Rancher 49 %+46.0 %
  27. Branching Evolution 49 %+37.2 %
  28. Bridgeworks Battle 48 %+34.7 %
  29. Bridgeworks Battle 48 %+34.7 %
  30. Aftermath Analyst 47 %+41.7 %
  31. Khalni Ambush 47 %+38.7 %
  32. Khalni Ambush 47 %+38.7 %
  33. Kodama's Reach 47 %+9.5 %
  34. Return of the Wildspeaker 47 %+10.4 %
  35. Prey Upon 46 %+44.0 %
  36. Ramunap Excavator 46 %+36.1 %
  37. Six 44 %+37.8 %
  38. Elvish Mystic 44 %-1.7 %
  39. Power Fist 44 %+40.0 %
  40. Hardened Scales 44 %+29.9 %
  41. Caltrops 42 %+41.4 %
  42. Genesis 41 %+39.7 %
  43. Rishkar's Expertise 41 %+11.0 %
  44. Heroic Intervention 40 %-7.2 %
  45. Gaea's Blessing 40 %+38.8 %
  46. Evolution Sage 40 %+27.2 %
  47. The Earth Crystal 40 %+22.6 %
  48. Timeless Witness 37 %+33.3 %
  49. Garruk's Uprising 37 %-2.7 %
  50. Myriad Landscape 37 %+12.8 %

Format legality

Rulings

  • 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

    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

    If lethal damage is dealt to Strong, its enrage ability triggers. Strong leaves the battlefield before that ability resolves, so you won’t put three +1/+1 counters on it. In this or any other case where Strong is no longer on the battlefield when its enrage ability resolves, you’ll still get three rad counters.

  • 2024-03-08

    If multiple sources deal damage to Strong at the same time, most likely because multiple creatures blocked it, its enrage ability will trigger only once.

  • 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

    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

    Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.

  • 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

    Strong’s last ability changes what happens when the inherent triggered ability associated with having rad counters resolves. You’ll still mill cards equal to the number of rad counters you have, and you’ll still remove a rad counter from yourself for each nonland card you milled, but instead of losing life, you’ll gain 1 life for each nonland card you milled.

  • 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

    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.”

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