Red Shanks 1xOP09-001 4xOP01-006 2xOP01-013 4xST15-002 4xOP08-118 3xOP09-002 3xOP09-004 2xOP09-005 4xOP09-008 4xOP09-009 4xOP09-011 4xOP09-013 4xOP09-014 4xOP09-015 1xOP09-118 3xOP01-029 Red Shanks is a solid contender in OP09 meta, keeping up with the top meta decks like Blue Doflamingo
For some, that leap has gone further
The Incredible Hulk leaves the battlefield before that ability resolves, and you won't put three +1/+1 counters on him
A: Red = aggression (Red mana), Green = control/ramp (Green mana), Blue = tempo removal (Blue mana), Purple = resource acceleration (similar to Blue ramp), Black = removal at a cost (Black mana), Yellow = utility/healing (White mana)
Its here mainly due to how impossible it is to make it work within the rules and how awkward it is to resolve not to mention the headache of trying to save space on the table by stacking tokens or other creatures and having somebody place Falling Star onto the stack