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.
Ward plus a self-growing body makes Strong resilient and hard to spot-remove.
Converts radiation's downside into pure upside—you gain life and mill yourself harmlessly while building counters.
Enrage rewards self-damage, fight, and noncombat-damage synergies that most decks can't exploit.
Mono-green gives access to the format's best ramp, trample, and counter-doublers to commander-damage someone out fast.
Mono-green lacks interaction—you can't easily stop combos or protect against board wipes beyond green's narrow toolkit.
Relies on combat or self-damage triggers; if Strong is exiled, bounced, or you can't connect, the plan stalls.
Heavily commander-dependent, so repeated removal still drags you toward tax-heavy recasts despite ward.
Rad-counter mill can deck yourself in long games if you over-trigger without a win in sight.