Strong, the Brutish Thespian: Legendary Creature - Mutant Berserker, Fallout. MTG card printings, market prices, rulings, and format legality on Mana Grove.
Mana cost
{4}{G}{G}
Mana value
6
Type
Legendary Creature - Mutant Berserker
Colour identity
Green (G)
Power / toughness
7/7
Rarity
Rare
Set
Fallout (PIP)
Released
2024-03-08
Collector number
84
Artist
Jason Rainville
Commander rank
6,102 (by how often it appears in Commander decks)
Strong, the Brutish Thespian is a Magic: The Gathering card, a rare green legendary creature from Fallout (PIP), a Commander product released in March 2024. It is collector number 84 in that set, with art by Jason Rainville. It costs {4}{G}{G} (four generic and two green mana) to cast, for a mana value of 6. It is a 7/7 creature. Its colour identity is green. It is legal in Legacy, Vintage, Commander, Duel Commander and Oathbreaker. Fallout is its only printing so far. It can be your commander. The latest aggregated market price for this printing is $0.31 (normal finish, as of 2026-11-12).
Card text
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."
Market price
Latest aggregated market price for the normal finish of this printing: $0.31 (as of 2026-11-12).
The figure covers this printing only; other printings carry their own price on their own page.
Format legality
Legality of Strong, the Brutish Thespian by format. Formats in which it is not legal are not listed.
The other printings are listed newest first, with the rarity and release year of each.
Printing
Rarity
Year
Fallout (PIP) #403
Rare
2024
Fallout (PIP) #612
Rare
2024
Fallout (PIP) #931
Rare
2024
Official rulings
The 8 most recent official rulings for Strong, the Brutish Thespian, newest first.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
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.
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.
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.
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.
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.
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.”
Similar cards
Other creature cards with a green colour identity, ranked by how often they appear in Commander decks.