Flash of Heraldry
Spell Quick

Flash 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.




 
 
AI Power Analysis
Negation/InteractionConfidence: MediumEvaluated Oct 9, 2026
53± 8/ 100
Power Score
Intrinsic 52
Deck 54

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











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