
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.
Strong is a mono-green Voltron/counters beater that wants to take small chunks of damage to snowball: each instance pumps Strong with three +1/+1 counters and hands you three rad counters, which mill and (thanks to his last ability) gain you life instead of damaging you. Spend your early turns ramping and finding ways to ping Strong, then close with a giant trampling, hard-to-target threat protected by ward.
Add counter-doublers (Doubling Season, Hardened Scales, Branching Evolution) and reliable self-ping engines (Stuffy Doll, Ulvenwald Tracker) so enrage fires every turn. Layer in trample and protection—Rhonas's Monument, Snake Umbra, Heroic Intervention, Loran's Escape—to ensure connections and dodge removal. Finish with team-pump alpha strikers and green ramp like Cultivate and Sol Ring to deploy Strong ahead of curve.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
→ Infinite +1/+1 counters on a creature, Infinite damage, Infinite self-mill on your next turn
→ Infinite +1/+1 counters on a creature, Infinite damage, Infinite self-mill on your next turn
→ Infinite +1/+1 counters on a creature, Infinite damage, Infinite self-mill on your next turn
Combos via Commander Spellbook.
Same color identity (G), by popularity.