The Mutagen subgame is what makes this work in TMT, because the format gives the +1/+1 counter time to mean something. Medium speed, medium removal density, and a common toughness map clustered at 2/3 and 3/2 means a 3/3 flier already clears the air over the ground threats that would race it, and the engine accrues from there: the Mutagen lands a counter a turn after Ray does, then the draw ability converts that counter back into a card, shrinking Ray to a 3/3 in the process. You are trading body size for velocity, one card at a time, on a clock the ground can't easily answer.
GU Counters wants it most, P1P3 to P1P5 maindeck: the deck is already running counter-generators, so the Mutagen becomes one more fuel source for a draw outlet that doesn't need a second creature to spin. The Bant legendary shell the uncommon signposts are pushing takes it slightly lower (P1P5 to P1P7), because white's half of that pair leans on equipment-and-go tempo and would rather not spend turn four on an engine that pays off next turn. UR Sneak is the real demotion. It can cast Ray on rate but wants its four-drop to close, and a 3/3 entering a two-turn loop doesn't threaten lethal fast enough to earn the slot.
The pressure point is the sorcery-speed restriction on the Mutagen. Against Stomped by the Foot or Grounded for Life on the crack-back, Ray often eats removal before the counter ever lands, and the engine never starts. That keeps the pick band below the Turtle mythics rather than alongside them. Maindeck in any blue deck regardless: a four-mana 3/3 flier with a built-in token and a draw outlet is a rate you run even when the counters axis is thin.
