Strong, the Brutish Thespian Price
4 printings · 1 set · first printed 2024
Strong, the Brutish Thespian has been printed 4 times across 1 set, first in 2024. Right now the cheapest printing is Fallout #84 at $0.36, while the most expensive is Fallout #931 at $4.15 — about 12× more. The median across 4 priced printings is $1.23. Reprint risk: HIGH RISK — Reprinted 4x, including dedicated reprint sets like Fallout.
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Every Strong, the Brutish Thespian Printing, Compared
Cheapest first · unpriced last| Printing | Year | Price | Dealer Buys |
|---|---|---|---|
| Fallout #84 (R) Cheapest | 2024 | $0.36 | — |
| Fallout #403 (R) | 2024 | $0.54 | $0.15 |
| Fallout #612 (R) Foil | 2024 | $1.93 | $1.60 foil |
| Fallout #931 (R) Foil | 2024 | $4.15 | $1.80 foil |
Prices are the latest nightly market price; a printing with no tracked price shows a dash. Dealer buylist is Card Kingdom's current offer via MTGJSON, shown where one exists.
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.
Legality is a property of the card, not the printing, so it is identical for all 4 versions.
Official Judge Precedents
11 PrecedentsAny 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.”
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.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.