LEGENDARY CREATURE — MUTANT BERSERKER
Strong, the Brutish Thespian
Ward
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.
FORMATS
CommanderLEGAL
Brawl (Historic)NOT LEGAL
DraftNOT LEGAL
StandardNOT LEGAL
ModernNOT LEGAL
PioneerNOT LEGAL
REMINDER TEXT · 1
- WOTC Official Reminder Textofficial rulesWard — Whenever this permanent becomes the target of a spell or ability an opponent controls, counter it unless that player pays [cost].
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- WWizards of the Coast2024-03-08Official RulingAny effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
- WWizards of the Coast2024-03-08Official RulingKeep 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.
- WWizards of the Coast2024-03-08Official RulingThe 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.
- WWizards of the Coast2024-03-08Official RulingRad 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.
- WWizards of the Coast2024-03-08Official RulingIf multiple sources deal damage to Strong at the same time, most likely because multiple creatures blocked it, its enrage ability will trigger only once.
- WWizards of the Coast2024-03-08Official RulingIn 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.
- WWizards of the Coast2024-03-08Official RulingStrong’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.
- WWizards of the Coast2024-03-08Official RulingThere 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.”
- WWizards of the Coast2024-03-08Official RulingIf 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.
- WWizards of the Coast2024-03-08Official RulingRad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
- WWizards of the Coast2024-03-08Official RulingIf 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.
Rulings via Scryfall
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