Some good, some bad.
I've managed to play a couple multiplayer games piloting Triggerhappy and the results will probably not be a big surprise:
It's very draw dependent.With only 17 creatures and few card drawing effects, sticking a threat early is important.
Unfortunately, going down to five or fewer cards in multiplayer is incredibly unwise, so I don't do that. It's not good to do down to four or less in 1v1 games, either however the curve on Triggerhappy is so low that if I can cast a threat turn two, I can get away with it.
However, this is the choice I find myself frequently confronted with regarding this deck: needing to get that threat out early so the deck can work.
I almost took a picture of the last game I lost, to prove the point. In this case, I had six lands and zero permanents.When you're the low man on the totem pole in multiplayer, people take advantage of that. I don't blame 'em, I just know it doesn't give me much to work with in terms of improving the deck.
On the other end of the spectrum, when I can play two Monastery Mentors and have them go untouched, everyone else is pretty much screwed. Again, this is such a "well duh" moment that I don't get a lot of information out of it.
What does this all mean?
It means that, at least so far, Triggerhappy is stuck with one of my least favorite qualities for a Magic deck: you have to aggressively mulligan.
It also has one of my favorite qualities for a Magic deck: resilience. If you can get a threat-even one-Triggerhappy can grow faster than grass and turn a game around.
Still, I just have a feeling that there's some sharpening of this edge to do.
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