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.

PIP (Fallout) · #84 · EN
Strong, the Brutish Thespian
Legendary Creature — Mutant Berserker
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."
Wyjaśnienie po polsku
Strong, Brutalny Teatralista (Strong, the Brutish Thespian)
Legendarny stwór — Mutant Berserker
Wściekłość — Kiedykolwiek Strong otrzyma obrażenia, dostajesz trzy rad countery i kładziesz trzy +1/+1 countery na Strong.
Zamiast tracić życie od promieniowania, zyskujesz życie.
Jak działa karta?
Ward utrudnia celowanie. Enrage daje ci trzy rad countery i próbuje dać Strong trzy +1/+1 gdy otrzyma obrażenia. Rad countery są liczone przy początku twojej precombat main phase: millujesz ich tyle kart, ile masz rad counterów; za każdą nielądową kartę usuwasz jeden rad counter i zamiast tracić życie, zyskujesz 1 życie.
Strong ma trzy kluczowe mechaniki: Ward , Enrage oraz szczególną interakcję z rad counterami (liczniki promieniowania). Ward
wymaga od przeciwnika zapłaty
przy każdorazowym celowaniu w Strong; jeśli nie zapłaci, celem nie zostaje wybrane. Enrage: gdy Strong otrzyma obrażenia, wywołuje zdarzenie dające ci trzy rad countery i próbuje położyć na Strong trzy countery +1/+1. Jeżeli Strong opuści pole bitwy zanim to zdarzenie rozwiąże się (np. został zabity), nadal dostaniesz trzy rad countery, ale nie położysz +1/+1 counterów na Strong. Rad countery są przypisane do gracza, nie do kart — na początku precombat main phase gracza, który ma rad countery, uruchamia się inherentne wyzwalane zdarzenie: ten gracz milluje liczbę kart równą liczbie rad counterów. Wszystkie karty są millowane jednocześnie; za każdą nielądową kartę millowaną ten gracz normalnie traci 1 życia i usuwa jeden rad counter z siebie. Strong zmienia to: zamiast tracić życie, zyskujesz 1 życie za każdą nielądową kartę millowaną. Jeśli masz mniej kart w bibliotece niż rad counterów, millujesz tyle, ile możesz.
Ważne interakcje
- Enrage triggers whenever Strong is dealt damage (including lethal). The trigger gives you three rad counters and then attempts to put three +1/+1 counters on Strong. If Strong has left the battlefield before that triggered ability resolves, you still get the three rad counters but you can’t put +1/+1 counters on Strong.
- Ward
means an opponent must pay
(in addition to any other costs) to target Strong with a spell or ability. If they don’t pay, that spell or ability is countered.
- Rad counters are tracked on a player, not on permanents. Keep a clear count (dice, pen and paper, etc.).
- At the beginning of the precombat main phase of a player who has rad counters, that player mills cards equal to the number of rad counters they have. All those cards are milled at once.
- For each nonland card milled by that inherent ability, you remove one rad counter from yourself and (normally) lose 1 life. Strong’s last ability replaces that life loss with life gain, so you gain 1 life instead of losing 1 life for each nonland card milled.
- If you have fewer cards in your library than the number of rad counters when the triggered ability resolves, you mill as many as you can.
- Effects that interact with counters (for example, proliferate) can affect rad counters.
- In team games using shared team turns, the inherent triggered ability for rad counters triggers once for each player on the active team who has rad counters; each instance is controlled by that player.
- If multiple sources deal damage to Strong simultaneously (for example multiple creatures blocking it), Enrage will trigger only once.
Częste pomyłki
- Mylenie rad counterów z counterami na permanentach. Rad countery są na graczu, nie na karcie.
- Zakładanie, że jeśli Strong zginie przed rozwiązaniem enrage, nie dostaniesz rad counterów. W tej sytuacji wciąż dostajesz trzy rad countery; jedynie +1/+1 countery nie mogą zostać położone na nieistniejący permanent.
- Nieprawidłowe rozdzielanie millu — wszystkie karty millowane przez inherentne zdarzenie millują się jednocześnie (ważne dla wyzwalaczy reagujących na milling).
- Myślenie, że zamiast tracić życie z rad counterów tracisz lub nic się nie dzieje. Strong zamienia tę stratę w zysk życia: za każdą nielądową kartę millowaną zyskujesz 1 życie.
Przykład
Przykład: Strong ma 3/3 i zostaje zraniony. Enrage wyzwala się: najpierw otrzymujesz trzy rad countery, następnie próbujesz położyć trzy +1/+1 na Strong. Jeżeli Strong nadal jest na polu bitwy, stanie się większy o trzy +1/+1. Na początku twojej następnej precombat main phase millujesz 3 kart; za każdą nielądową kartę usuwasz po jednym rad counterze i zamiast tracić życie, zyskujesz 1 życie.
Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.Dane wydruku
- Set
Fallout (PIP)
- Data wydania
- 2024-03-08
- Rzadkość
- Rare
- Artysta
- Jason Rainville
- Mana value
- 6
- Mana cost
- Power / Toughness
- 7 / 7
- Layout / frame
- normal / 2015
- Foil / nonfoil
- foil nonfoil
- Scryfall ID
- 2bc79ed6-057b-439f-b2cd-58d5bcd8b551
- Oracle ID
- f0ef48e1-c3d7-4ce2-8f7c-653342778cae
Legalność formatów
Charakterystyka karty
- Słowa kluczowe
- Enrage, Ward
- Tożsamość kolorów
- Produkuje manę
- —
- Dostępne wykończenia
- nonfoil, foil
- Platformy
- paper, mtgo
- Cechy wydruku
- Standardowy wydruk
- Efekty ramki
- legendary
- Typ promocji
- universesbeyond
- Watermark
- —
- Obramowanie / znacznik
- black / triangle
Identyfikatory i rankingi
- EDHREC rank
- 6 240
- Penny rank
- —
- Multiverse IDs
- 652171
- Arena ID
- —
- MTGO ID
- 132417
- TCGplayer ID
- 540949
- Cardmarket ID
- 758531
- Illustration ID
- cf8a8146-4b13-47f3-a7f2-ecc612f9f9c6
- Status obrazu
- highres_scan
Market i źródła zewnętrzne
Kup kartę
Więcej informacji
Rulings
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 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.
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.
Any effects (such as proliferate) that interact with counters a player gets, has, or loses can interact with rad counters.
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.
Rad counters are a kind of counter that a player may have. They’re not associated with any specific permanents.
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.
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.
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.”
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.
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