It's not obvious that Shimmer Myr fits in any
particular deck archetype right now (although
you'll notice that his bonus applies to every
denizen of Esper), but the card has a great deal
of potential. Just as creature decks' plans can
be destroyed by double strike and burn decks are
terrified of lifelink, flash is the one
keyword that control decks most hate playing
against. Not only does this little guy multiply
your chances to get something past a wall of
counterspells or Doom Blades, it disrupts their
rhythm, and a player who has to divide his
attention on his own turn makes mistakes.
Today's card of the day is Shimmer Myr which is
a three mana 2/2 that gives your artifacts
Flash. As a myr and having such a low
added cost for the effect this is quite nice as
an added feature for myr decks even if it just
used to play cards at the end of your opponent's
turn.
Factor in the option for combat tricks and you
have a very effective addition to a dedicated
theme or nearly any artifact build.
For Limited this may or may not dramatically
impact the game, but for a colorless three mana
2/2 it gives an advantage that shouldn't be
overlooked. It should be your first pick,
followed by giving higher priority to any
artifact that can be used with a comes into play
effect or immediately tapped for an effect.
In Sealed this should always be played even if
you somehow ran no other artifacts, just leaving
land untapped and having a card in hand would
have the psychological benefit.