• TATARI

    +1 for infinite damage

  • Nico Lai

    Doublestrike, Haste

    Whenever the Flash Runner attacks, you get ** (2 energy counters), then you may pay ******** (8). If you pay, untap all creatures you are controlling and there will be an additional combat phase after this one.

  • NocturnalReyhan

    The flavor text is: “Catch me if you can.”

  • Jacob Kodicovic

    Wow. Four of these attacking simultaneously will always be infinite combat steps. Pair this with miner and you’re set

  • Dr. Burn Crow

    Holy abusable. That’s a solid mythic.

  • JD Farrell

    Really wish it got the energy when it deals combat damage, rather than on attack.

  • Derek Mullins

    I love that the untap clause isn’t conditional; it’s why I loved Aurelia

  • Happy The Cat

    Wish it was a 3/4 instead of having double strike just to make it slightly tankyer, as is it’s a nice aggressive five drop for a deck to finish on.
    Wizards went so long not printing playable red card to keep rdw from being a thing, now they gave them good firepower between this things ability to finish and them reprinting shock, my question is why? We needed rdw last block to deal with the eldrazi but now that standard is aggro decks headbutting each other they bring it back? This just feels odd

    • Shagoth

      They take about a year or two in designing cards, they can’t predict everything.

      • Happy The Cat

        actually incorrect, they spend a year or two designing the SET, meaning they know how useless this is in a block filled with 2/3s, along with shock.

        • Shagoth

          I generally said cards, it’s not as much incorrect as not being specific.

  • DJ Pad

    Bulk mythic, ugh.

  • Francis

    I don’t know…I feel like that for it to be a mythic it would require some sort of evasion. At this cost it has to be the finisher in a red or RG deck, but I don’t feel like it can do it without some at least suital flying

  • Zombie

    Why is this Mythic

    • JD Farrell

      Because it’s incredibly easy to make it infinite. It doesn’t say once per turn. If you have, say, two Aetherwind Baskers, you get eight energy for the attack and get infinite extra combat steps. And there are plenty of creatures that get energy for attacking.

      Not to mention the number of other interactions in the block. Improvise is a mechanic, so a bunch of those creatures you just untapped might also be many. You can now attack with both vehicles and the creatures that crewed them. Remember that whether a card is rare or mythic is primarily about how often they want the effect in limited, and in limited this thing is crazy, it’s so easy to combo off with it.

      Not to mention it has Haste, so you can build up you board of energy gaining creatures first and then drop this when they’re tapped out.

      • NothingSpecial

        While I do agree that this isn’t impossible to make infinite and fully deserves to be mythic, your example for going infinite being “easy” seems kinda bad. “Two 7-mana triple-green creatures alongside a double-red 5-mana creature” is not a board state that you will see in standard between two players who both do not suck.

      • Zombie

        This going infinite requires an extended vacation in Magical Christmas Land.

        It’s also a 2/2, and as a result dies to pretty much everything except Fatal Push and loses to anything with 5+ toughness and at least 2 power.

        Given that it’s CMC 5, it’s going to be royally outclassed the second you play it.

        • guest

          this will indeed be very difficult to use properly, with so many 2/3s at even one or two mana running around.

          • Zombie

            I have a better idea, just don’t use it in the first place.

          • guest

            …but …but… but i was agreeing with you… saying that she can’t even attack into inventor’s apprentice and survive…

          • Zombie

            I know, I just wanted to be snippy

      • Kyle Sorensen

        im trying right now to build the deck and we will see ive thought of putting the heroic intervention to just lock them from just killing the runner but still there some flaws (note ive gotten a turn 5 win so im kinda crossing thingers here that there some hope theres a way.)

    • KJM

      Because it’s complicated and “cool”. Rarity isn’t based on power.

      • Zombie

        “Cool” is very subjective.

        I think it’s retarded.

        • KJM

          Calm down.

          • Zombie

            I am calm, I just hate bad Mythics.

          • Matt Salvia

            I for one LOVE bad mythics…it means standard might actually be affordable again. Given the dominance of expensive mythics in the past few standards–and the general drift away from high-power, high-cost Timmy cards at mythic and toward Spikey utility cards–I think standard (the most accessible format) is becoming problematically expensive for many players (like some in my play group).

            Sure, this is not a constructed card, and it seems better suited for rare (outside of the obvious complexity for new players who don’t remember relentless assault & co), but cards like Grim Flayer also seem more “rare” than “mythic.”

      • sansmyhands

        This is also very powerful.

        • Zombie

          I wouldn’t call something that costs 5 mana and can’t survive combat with some vanilla 1-2 drops powerful.

          It’s a cute effect that will almost never actually do anything.

          Something that costs 5 mana that’s instantly outclassed by Turn 5 is borderline unplayable.

          This isn’t even good in Limited.

          • guest

            trap cards that make people think they’re good if they secretly are not are a vital part of the game.

          • Arcus Diabolus

            For the sake of pointing it out, this DOES have double strike… a vanilla 1-2 drop won’t be able to even touch this.

            And double strike scales hard. A single fabrication module will turn this into a 3/3, and that coupled with a decoction module will make it a 4/4. That alone means you are pumping out 8 damage haste for 5 with this alone with a pair of uncommon artifacts that should be in most standard decks already, and thats completely ignoring the additional combat.

          • Happy The Cat

            just would like to point out 2 drops are 2/3s. so this will trade with a two drop. the only redeeming quality of this card is that it cant be Pushed.
            congrats on your 2/2 that dodges removal by costing too much woo…

          • Arcus Diabolus

            It would survive that 2/3 or even a 4/4 if properly set up with the cheap artifacts I mentioned. It wouldn’t even be that hard. Just drop those two modules, and drop many smaller creatures and you have both energy and +1/+1 counters on whatever you needed. Bonus points if you run creatures that give you energy when they attack or ETB.

            In fact, you could potentially have this larger than a 6/6 by the time this actually started attacking.

          • bonogringo

            Don’t say that if you don’t play limited sir.
            There is actualy a ton of crappy mythic rares in magic.
            This on isn’t. It’s not a powerfull one neither but it’s really a good one.
            Being able to add 4 damage to a fight after turn 4 is really good, surprising and hard to kill because of the double strike.
            The fact that if you already have 6 energy you might just insta kill the opponent with the additional attack is not to forget.

          • Zombie

            If you already have 6 energy in Limited and this is what you’re waiting for, either you’ve pretty much lost the game already or this is super win-more.

            It’s a garbage card and it shouldn’t be mythic.

          • sansmyhands

            A 2/2 with haste and double strike is a far cry from being outclassed at any point of the game (there has, in fact, never been a creature with double strike and haste before). Yeah, if you just jam it on turn five it may not instantly win you the game, but unless you are very far ahead or very far behind already, it will change the fabric of the game. A creature with double strike is ALWAYS a threat, as even a single open mana and a single card in hand represents a ton of damage. But really, this thing is a blowout machine. This coming down the turn after your opponent alphas, or when the game is stalled and you’ve got ten lands and two combat tricks in your hand or just when you need to start putting your opponent on the back foot, this thing does an absurd amount of work. And that ISN’T including the ability to grant an extra combat step. Yeah, sometimes you cast this and your opponent has a Shock in hand, just like sometimes you cast Emrakul and your opponent has Summary Dismissal. The “dies to Doomblade” argument is a trite fallacy. Will this card see constructed play? No. Not even in EDH unless we end up getting an energy-based Legend in this set, which we won’t. But this card is a HOUSE in limited and that’s why it’s mythic. No one wants two or three of these in a draft pod, except maybe the guy who gets two of them.

      • Zombie

        How is this complicated in the slightest? You just get energy and spend it for extra combat

        • KJM

          I would call an effect that let’s you take an extra phase pretty darn complicated. So what rarity do you think this should be?

          • Zombie

            It should be 4 mana and rare.

            Dying to the worst burn removal in the format makes it literally unplayable at CMC 5.

            At 4 and Rare, if you get two of them, you might actually get to attack with one once before the game is over.

          • Happy The Cat

            i mean… they have haste so you should be able to attack with them

          • Zombie

            Good instants or a 2/3 creature still say no

          • KJM

            Gah! Rarity isn’t based on power level – it’s based on complexity! As a “professional” I’m surprised you don’t know that. If you want, I can dig out a bunch of articles on rarity and the new world order…
            Seriously, try teaching a new player magic and then show them this card. First you’ll have to tell them, oh, how haste works, how double strike works, how energy works, how you get extra phases…

          • Zombie

            As a former pro Rarity doesn’t actually mean anything to me.

            As for teaching new players stuff, I brought a friend into the game last year.

            Literally the first deck he made was a Possibility Storm combo deck.

            Assuming new players are stupid is insulting.

          • KJM

            What?!? I wasn’t assuming new players are stupid! I just assumed – and in fact know – that a new player would know much less about magic than an experienced one, and probably not understand this card (and by “new” I meant “literally playing their first game of MtG”).

            Jeez.

          • Zombie

            I wasn’t speaking specifically to you, just that the notion of Wizards that new players can’t handle complexity is really short-sighted.

            I have a problem with Flash Runner being Mythic just the same as I did with Lotus Cobra when it was released.

            They’re not “Mythic” cards. They’re only marginally cool, and in Flash Runner’s case it’s not even good.

            At least Lotus Cobra is actually a good card.

          • KJM

            I’m gonna end this argument here cause we’re getting nowhere – it’s just me saying the same thing and you responding with the same thing, even when it’s wrong.

          • Zombie

            The point is: New players aren’t all idiots, complexity isn’t an issue. New players make mistakes, and understanding the mechanics of a horrendously simple Mythic that shouldn’t even be a Mythic isn’t complicated even for someone new to the game.

            Honestly the only thing that would be actually confusing to a new player on the card would be the operations of Double Strike and how the creature interacts with combat, which takes literally 10 seconds or less to explain.

          • KJM

            God please stop commenting. I refute all your points and you come back at me again. I’m just going to block you.

          • Zombie

            1. I was only making one point, “refuting all my points” doesn’t actually mean anything

            2. Oh no whatever shall I do my life can’t possibly go on

    • james hegge

      because it can give you infinite combat steps.
      any combination of decotion module, aetherstorm roc, panharmonic, with aethergeode miner gives infinite energy.
      nahiri’s machinations makes all your creatures indestructible
      nettle drone, thermo alchemist kill you from the untap alone.
      walking ballista plus a hedron crawler, warden of geometries, or kozilek’s channeler kill you.
      edit: also any card that gives an extra combat step has been mythic and usually legendary.

      • randomdude

        also, clones help in modern

    • Shagoth

      Confuses new players, has an explosive ability, super fun, something that when you look at it, you want to try and make it work because it’s cool and build around (even if it’s not good).
      I prefer the bad cards being mythic, frankly, (which seems to sum up this set) because it doesn’t seem like a shallow, manipulative business practice of forcing you to buy more packs (or buy it from the secondary market, but that doesn’t come into account with Wizards business plan if you’re in the secondary market anyways) in order to get whatever card in your deck. Make the mythics crappy dragons, stupid demons, kaiju or overcomplicated (literal) lightning rods, stuff you don’t want to see too often in limited games. Not a Goblin with double strike that is an update of a broken Urza Saga card, not a cobra that fixes mana.

    • Happy The Cat

      because wizards hates red. for proof white also got a 2/2 double striker, sure it doesnt have haste but it costs three mana and makes itself bigger every turn.

  • Paradoxed

    Looks like I’ll be hoping to not open any red mythics in my packs and boxes for this set.

  • Gungear

    Whats with every mythic shown so far, with the exception of Heart of Kiran, being exceptionally bad compared to how great the rares and uncommons of this set are looking. Its glaring.

  • mag

    The reason this and other mythics in this set suck is because WOTC is banking on people buying this set for the invention artifacts so they don’t need to have OP must have mythics to drive sales.

  • Daniel Kaine Allen

    Am I the only person that actually likes several of the mythics in this set? Mechanized Production especially since it will pop with artifact tokens. And I actually like this one. I’m thinking something with this and avacyn to make everything indestructible and some sort of fast energy generation to just wail on your opponent several times in one turn.

    • Shagoth

      I like them, I just don’t think they’re strong. They are fun and unlike the other cards, won’t make people cry trying to rebuild some of their modern decks while combos in standard will become a thing.

      • Daniel Kaine Allen

        I still say mechanized production could easily work its way into modern since tokens count for its win condition.

        • Shagoth

          I think in modern it would need to be clue tokens because otherwise every color would have already have had incidental sideboard options against it.

  • Deadly Berry

    In EDH, if you can make clones of this, lots o’ fun.

  • Shagoth

    Dear everyone who hates this being a mythic;
    You people like cheap cards, right? Not being obligated to shell out fifty bucks to buy a single piece of cardboard that might be useless in a year sounds like what you people have wanted. Well, if all the mythics in the set are wimpy in a set with really powerful cards at lower rarities, sounds like you folk are more likely to afford the cards you want and want have to deal with powerful mythics you can’t afford. A set where most the mythics are atrocious (which, so far, none of the mythics look good for standard, even the Planeswalkers IMO) is what I’ve wanted to see for a long time.

    • TogetherAlone

      you mean two years

      • Shagoth

        Nit picks are nit picks, but yes, my bad since that has changed now, but it doesn’t effect my point of how some cards become useless very quickly in proportion to their price.

    • Happy The Cat

      there’s a difference between them printing bad mythics and them only printing good mythics for colors they want to see played. the only decks since ascendancy/cruise/dig were banned that were not some combo of green black and white have been eldrazi, which only existed because wizards made them so broken they took over modern for like four months.

      • Shagoth

        Um, your example, I’m confused what it has to do with printing bad mythics. Most the Eldrazi that saw play were rares, not mythics, in terms of the tribal Eldrazi decks at least. I don’t see them pushing specific archetypes and colors in this set using mythics, I mean they’re pushing colors and archetypes, obviously, but I haven’t seen a single powerful mythic thus far.

  • Baxter Stein

    What’s it’s creature type

    • Taxle

      human warrior

  • Dragoncastermaster

    if you build around the energy mechanic you only need to trigger this guy once and it will probably win the game for you: lightly pump electrostatic pummeler swing with it twice gg. not to mention there’s blossoming defense to protect either which any deck that would run this would run a play set of

  • TheAweDude

    Heh, 4 of these are infinite attack phases. That’s pretty hilarious.

    • randomdude

      in modern, here’s fun, use a cloning spell and copy the clone spell.
      works well in red/blue

  • Kyle Sorensen

    kinda got a deck for infinite combats now for standard, the fastest i got it to go off was turn 5 though that was with some real good off the tops soo its still going to be a prototype for now