Runick Flashing Fire
Spell Quick

Runick Flashing Fire

  • Archetype:
  • Runick

  • View:
  • 9232




Activate 1 of these effects, but skip your next Battle Phase after activation; ● Target 1 Special Summoned monster your opponent controls; destroy it, then banish the top 2 cards of your opponent's Deck. ● Special Summon 1 "Runick" monster from your Extra Deck to the Extra Monster Zone. You can only activate 1 "Runick Flashing Fire" per turn.




 
 
AI Power Analysis
ExtenderConfidence: MediumEvaluated Oct 9, 2026
57± 5/ 100
Power Score
Intrinsic 55
Deck 59

Runick Flashing Fire — Power Evaluation

Final Score: 57 ± 5 · Confidence: Medium

  • Intrinsic: 55.4 · Deck: 58.7 · Meta: provisional
  • Primary role: Extender · Secondary: Removal

Why it scores here

Runick Flashing Fire converts reliably into a Runick Extra Deck summon to the Extra Monster Zone, and it also carries a targeted destroy plus a banish of the opponent's top 2 cards. It appears in all 22 recorded boards and starts 27% of them, with an average power index of 73.6, so the combo evidence supports its role as a real starter. It is a non-body Spell, so it earns nothing for material utility, and its skip-next-Battle-Phase cost and once-per-turn limit cap the score. High deck counts (400 decks, 3 copies typical) confirm it is a staple of the Runick shell, not that it is intrinsically strong.

Axis scores

Axis Score Evidence
Accessibility 65 Runs 3 copies in 400 sampled decks and starts 27% of combos, but it is never searched in the recorded combos (verified deck and combo counts; the live-hand reliability is inferred).
Combo & Conversion 70 Appears in 22 of 22 combos with an average power index of 73.6 and examples reaching 100, though it is a Runick-only gate (observed).
Resource Economy 55 Destroy plus banish the top 2 of the opponent's Deck is a one-for-one at best with no self-draw or refuel, and the Extra Deck summon is free card-wise (verified text; the card-economy net is inferred).
Effect & Interaction 55 Targeted destruction of a Special Summoned monster is strong when it lands but is narrower than a hand trap and can be answered by spell negation (verified text; inferred).
Material Utility 0 A Spell card can never be used as material, so this axis is 0 (verified from frame type).
Resilience & Flexibility 45 Quick-Play lets it be used on the opponent's turn and it has two modes, but it is one card that is vulnerable to spell negation and to the skip-Battle-Phase drawback (inferred).
Deck-Building Efficiency 55 Runs as 3 copies with no garnets but costs a Battle Phase when activated, and the evidence has no banlist token (verified text; the slot-cost read is inferred).

Calculation

Weight profile: 0.7 Extender + 0.3 Removal/Negation. Intrinsic ≈ 55.4, Deck ≈ 58.7, Meta = provisional. Modifiers: Self-restriction: skips next Battle Phase (-3). Final formula: 0.40*Intrinsic + 0.60*Deck

Strengths

  • Summons a Runick monster from the Extra Deck to the Extra Monster Zone, a repeatable extender for the Runick line
  • Targeted destruction of a Special Summoned monster combined with a top-2 banish of the opponent's deck
  • Quick-Play, usable on the opponent's turn
  • Starts 27% of recorded combos and appears in all 22

Weaknesses

  • Skipping the next Battle Phase is a self-restriction on every activation
  • Once per turn, so one copy per turn at most
  • Gives no card advantage and cannot be material
  • Dependent on Runick monsters and the Runick Extra Deck pool

Counters / choke points

  • Spell negation (for example Infinite Impermanence-style effects), inferred from the card type
  • Board that does not rely on Special Summoned monsters to be worth removing

Best use

Extender and targeted removal in the Runick shell. Decks: Runick (Mysterune), Runick, Wicked God, Spright Runick combos. Suggested copies: 3.

Evidence & gaps

  • Verified: Card text: Quick-Play Spell, skip next Battle Phase, target and destroy a Special Summoned opponent monster, banish top 2 of opponent's Deck, Special Summon a Runick from Extra Deck to the Extra Monster Zone, once per turn; 400 decks run it, average 2.67 copies, 3 copies in 295 decks; 22 of 22 combos include it, 27.3% as starter and 27.3% in end hand
  • Observed: Top partners co-occur in 80–98% of decks; Usage statistics show 100% inclusion in three Runick homes and 70% in Runick (Mysterune) gameplay type 7
  • Inferred: Extender is the primary role and Removal is secondary; Live-in-hand reliability is good because it is a single Spell with 3 copies; Spell negation is the main answer to the card
  • Data gaps: No banlist token; 3 copies assumed (unlimited) Only 22 combos, so combo centrality is based on a thin sample No top-card ranking data (is_top_card false) No ruling or interaction data for the once-per-turn and Battle Phase skip edge cases











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