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Strong, the Brutish Thespian image 1 Strong, the Brutish Thespian image 2 Strong, the Brutish Thespian image 3 Strong, the Brutish Thespian image 4
Fallout (PIP | #84 | 2024-03-08)
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Strong, the Brutish Thespian

4GG
Legendary Creature — Mutant Berserker
Artist: Jason Rainville

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.

7/7
$0.50 cheapest print

Prices

Set # Treatment Finish Price (USD)
Fallout 84 Regular Nonfoil $0.62
Fallout 84 Regular Foil $0.50
Fallout 403 Extended Art Nonfoil $0.59
Fallout 403 Extended Art Foil $2.98
Fallout 612 Regular Foil $1.45
Fallout 931 Extended Art Foil $2.74

Price History

View eBay Sold Listings See real sold prices for Strong, the Brutish Thespian

Rulings

2024-03-08 wotc
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 wotc
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 wotc
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 wotc
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 wotc
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
2024-03-08 wotc
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 wotc
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 wotc
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 wotc
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 wotc
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 wotc
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

Format Legality

Tlr Not Legal
Standard Not Legal
Future Not Legal
Historic Not Legal
Timeless Not Legal
Gladiator Not Legal
Pioneer Not Legal
Modern Not Legal
Legacy Legal
Pauper Not Legal
Vintage Legal
Penny Not Legal
Commander Legal
Oathbreaker Legal
Standardbrawl Not Legal
Brawl Not Legal
Alchemy Not Legal
Paupercommander Not Legal
Duel Legal
Oldschool Not Legal
Premodern Not Legal
Predh Not Legal