Flair is an interesting mechanic that lets you trade in your extra cards for special effects that you can show off in battles
You actually get more value running it in Pioneer, Historic, or other formats that allow up to four copies of a valid card in the deck
Now she does cost you 5 starting life, so that's 15 outside of Commander
Take the established one-mana 2/1 statline, add a dash of dash, and throw in an ability that, without exaggerating, can swing the outcome of a game on turn one, and you've got an egregiously overpowered one-drop
It can boost you in mana by a substantial amount if you can cast another ramp spell using the Dynamo mana, and its better evaluated along the lines of the Expertise cycle, or as a ritual of sorts
Not only because cards have realistically gotten as powerful as they can without becoming laughable, but because the Pokmon TCG has lost a lot of the strategy of lower-HP eras in favour of cage fights that are over in minutes