Spell
QuickRunick 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.
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






