Spell
QuickFlash of Heraldry
Archetype:
Heraldry
View:
1571
Target any number of face-up monsters your opponent controls; those monsters' names become "Unknown". During your End Phase, if you control a Psychic Xyz Monster and this card is in your GY: You can Set this card, but banish it when it leaves the field. You can only use this effect of "Flash of Heraldry" once per turn.
Flash of Heraldry — Power Evaluation
Final Score: 53 ± 8 · Confidence: Medium
- Intrinsic: 51.5 · Deck: 54.2 · Meta: provisional
- Primary role: Negation/Interaction · Secondary: Recovery/Recursion
Why it scores here
Flash of Heraldry is a Quick-Play that renames targeted face-up opposing monsters to 'Unknown', a soft, situational interaction rather than a hard negate or removal. Its End Phase clause lets it recycle itself from the Graveyard by Setting it, banished when it leaves the field, but only while you control a Psychic Xyz Monster, so the recursion is conditional. Its high deck count (163 decks, 94.5% in one gameplay) confirms it is a reliable fit for Heraldic and Ryzeal lists, not that it is strong; with no combo evidence it converts almost nothing on its own, and the score reflects that.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 55 | Quick-Play in hand that is included in nearly every recent deck, with no searcher evidence to add reach (observed, inferred) |
| Combo & Conversion | 20 | No combo boards recorded and the card itself creates no bodies or board, so conversion is text-only (inferred) |
| Resource Economy | 35 | Self-recursion from the Graveyard costs the card's own banish and yields no card advantage (verified) |
| Effect & Interaction | 50 | Renaming targeted face-up opposing monsters is soft, situational interaction that does not stop effects outright (verified) |
| Material Utility | 10 | A Spell card with no material or body value (verified) |
| Resilience & Flexibility | 50 | Usable from hand and from the Graveyard, but the recursion is once per turn and needs a Psychic Xyz Monster (verified, inferred) |
| Deck-Building Efficiency | 85 | Runs at 1.23 average copies with no garnet or lock restriction, a cheap and clean slot (observed) |
Calculation
Weight profile: 0.7 Negation/Interaction + 0.3 Recovery/Recursion. Intrinsic ≈ 51.5, Deck ≈ 54.2, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Included in 163 of 163 recent decks, with a consistent role in Heraldic and Ryzeal lists (observed)
- Cheap and clean to run with near-one-of copy counts and no garnet (observed)
- Graveyard recursion gives a second use in the same game when a Psychic Xyz Monster is present (verified)
Weaknesses
- Soft interaction: renaming to 'Unknown' does not negate effects outright (verified)
- No combo evidence, so its board-building contribution is unmeasured (verified)
- Graveyard recursion depends on controlling a Psychic Xyz Monster (verified)
Counters / choke points
- Opponent cards that stop or punish Quick-Play responses in hand (inferred)
Best use
Situational Quick-Play interaction with Graveyard recursion in Psychic Xyz lines. Decks: Heraldic, Ryzeal. Suggested copies: 1.
Evidence & gaps
- Verified: Quick-Play targets opponent face-up monsters to rename them 'Unknown'; End Phase Graveyard Set-and-banish clause requires a Psychic Xyz Monster; Once per turn restriction on the effect
- Observed: Appears in 163 of 163 recent decks, avg 1.23 copies; 94.5% of decks in one gameplay type, 18 distinct archetypes
- Inferred: Accessibility from hand is live in Heraldic and Ryzeal lists; Counter-play from opponent Quick-Play punishers
- Data gaps: no combos supplied; combo conversion is text-only inference no guides supplied no banlist token; assumed 3 copies (unlimited) no usage statistics (StatisticsCard); inclusion % inferred from deck sample only






