Restart Sequence
Reanimation has always paid its power at the front end: the whole tradition of returning creatures from the graveyard, from Reanimate onward, treats the cheating of mana as the sin that costs life, discipline, or a body left exposed. Freerunning rewrites which deck gets to make that bargain. Pay the full four mana and this is an unremarkable revive, priced honestly. Land the right combat hit first and the same sorcery drops to two, so the effect becomes a reward for a swing that already connected rather than a slow setup for one. It stays sorcery-speed regardless (Freerunning is an alternative cost, not a timing exception), which means even the discounted version resolves in your second main phase, after you have already attacked. That sequencing is the entire point: the card wants you to hit, then rebuild the board in the same turn. The Assassin-or-commander clause is the balancing weight. The discount is not live off any old damage; it demands that a creature of that specific stripe (an Assassin, or the commander steering the deck) got through, which ties the reward to a purpose-built board rather than incidental aggression. So the cheap mode is available when you are ahead and gone when you are digging out from under a wrath, precisely the spot ordinary reanimation is built to answer. Stapling spell cost to a particular kind of combat pressure produces something the effect rarely gets to be: recursion for the beatdown deck rather than the ramp-and-cheat deck, wanting an aggressive body on the table and a good target in the yard at the same moment.

