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Strong, the Brutish Thespian

~$0.36 low · ~$4.15 high

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Green. Legendary Creature — Mutant Berserker

four generic manaone green manaone green mana

0084 · PIP · R · ENWhat the codes mean

Strong, the Brutish Thespian

Fallout #84 · Illustrated by Jason Rainville

What is Strong, the Brutish Thespian worth?

Cheapest copy

~$0.36

Non-foil · Fallout #84

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Highest TCGplayer price

~$4.15

Extended Art foil · Fallout #931

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6 prices from $0.36 to $4.15. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Ward two generic mana

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

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

All 4 printings of Strong, the Brutish Thespian

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Fallout #403
Fallout
pip #403· 2024Extended Artrare· Cardmarket €0.42 · €0.58 foil
rare$0.54$2.80€0.42€0.58 foil
Fallout #612
Fallout
pip #612· 2024Surge Foilrare· Cardmarket €2.02 foil
rareNo non-foil printing$1.93€2.02 foil
Fallout #931
Fallout
pip #931· 2024Extended ArtSurge Foilrare· Cardmarket €1.63 foil
rareNo non-foil printing$4.15€1.63 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Strong, the Brutish Thespian

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Card details

First printed
2024
Printings
4
Mana value
6
EDHREC rank
#6,236 on EDHREC (Commander popularity)
Keywords
Enrage, Ward
Artist
Jason Rainville

What the codes mean

The small print at the bottom of the Fallout card (#84).

0084 · PIP · R · EN

  • 0084Collector number: this card's place in the set list.
  • PIPSet code for Fallout
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (11)

  1. March 8, 2024

    Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.

  2. March 8, 2024

    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.

  3. March 8, 2024

    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.

  4. March 8, 2024

    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.

  5. March 8, 2024

    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.

  6. March 8, 2024

    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.

  7. March 8, 2024

    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.

  8. March 8, 2024

    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.”

  9. March 8, 2024

    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.

  10. March 8, 2024

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

  11. March 8, 2024

    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.

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