Spell
NormalVoid Reignition
Archetype:
Void
View:
2862
Reveal 1 "Infernoid" monster or 1 "Void" Spell/Trap in your hand; discard your entire hand, then draw the same number of cards you discarded. If you control no monsters, or all monsters you control are Fiend monsters, except the turn this card was sent to the GY: You can banish this card from your GY, then target up to 11 of your banished "Infernoid" monsters with different names; return them to the GY. You can only use this effect of "Void Reignition" once per Duel.
Void Reignition — Power Evaluation
Final Score: 45 ± 8 · Confidence: Medium
- Intrinsic: 43 · Deck: 47 · Meta: provisional
- Primary role: Recovery/Recursion · Secondary: Utility
Why it scores here
Void Reignition is a hand-reset and graveyard-recursion spell that only works inside the Infernoid shell, and it is run as a 3-copy staple in 400 of 400 sampled decks. Its score comes from reliable access to a hand-cost reset and the return of banished Infernoid monsters to the Graveyard, not from any interaction or material value. The second effect's condition (no monsters or only Fiends, and not the turn it was sent to the GY) and the once-per-Duel limit cap how much it converts. No combo evidence was supplied, so the combo score rests on card text alone.
Axis scores
| Axis | Score | Evidence |
|---|---|---|
| Accessibility | 68 | Live in most hands because it needs only an Infernoid or Void card to reveal, and it appears in all 400 sampled decks at 2.6 average copies (verified deck stat; reach is inferred from text). |
| Combo & Conversion | 45 | Recursion of banished Infernoids back to the GY is a real follow-up, but no board or combo examples were supplied, so conversion is text-only (inferred). |
| Resource Economy | 50 | Discarding the whole hand and drawing the same number is roughly card-neutral; the value is the hand refresh plus recovered GY fuel (verified from text, inferred magnitude). |
| Effect & Interaction | 5 | The card has no negation, removal, or disruption on the opponent's side (verified from text). |
| Material Utility | 5 | A Spell cannot be used as Extra Deck material, so this axis is near zero (verified from card type). |
| Resilience & Flexibility | 40 | The recursion effect is once per Duel and gated by board conditions, so it is fragile across turns (verified from text). |
| Deck-Building Efficiency | 55 | Three copies in 312 of 400 decks is a mild slot cost with no garnet, but it is locked to the Infernoid/Void shell (observed in decks, typical_copies 3 from usage statistics). |
Calculation
Weight profile: 0.7 Recovery/Recursion + 0.3 Utility. Intrinsic ≈ 43, Deck ≈ 47, Meta = provisional. Modifiers: none. Final formula: 0.40*Intrinsic + 0.60*Deck
Strengths
- Hand reset: discard the hand and draw the same count, so it refills a hand that has run out of live cards
- Recovers banished Infernoid monsters to the GY as fuel for the archetype's engine
- Included in every sampled Infernoid-shell deck at 3 copies (usage statistics show 100% inclusion in both Infernoid homes)
Weaknesses
- No effect on the opponent: no negation, removal, or disruption
- Recursion effect is once per Duel and needs no monsters, or only Fiends, on your side
- Cannot be used as material and does nothing outside the Infernoid/Void shell
Counters / choke points
- No counter cards are listed in the evidence
- Its own conditions limit it: an empty or Fiend-only board, and the once-per-Duel cap on the GY effect
Best use
Hand reset and GY recursion of banished Infernoids in the Infernoid shell. Decks: Infernoid (archetype 714, Gameplay 7), Infernoid (archetype 236, Gameplay 4). Suggested copies: 3.
Evidence & gaps
- Verified: Card text: hand reveal, discard-entire-hand and redraw, GY-banish and return of banished Infernoids, once-per-Duel limit; Card type is Spell, so it cannot be Extra Deck material; 400 of 400 sampled decks run it at 2.6 average copies; 312 run 3 copies
- Observed: 94% of decks are gameplay type 7; 96% co-occur with Infernoid Evil; Usage statistics: 100% inclusion at typical 3 copies in both Infernoid archetypes
- Inferred: Live in most hands, since the reveal needs only an Infernoid or Void card; Hand-refresh value is roughly neutral in card count; Fragility across turns follows from the once-per-Duel limit and the board condition
- Data gaps: no combos supplied, so combo conversion is text-only inference no guides supplied no banlist token, so 3 copies (unlimited) is assumed no counter or interaction data in the evidence 23 distinct archetypes overstates portability; most are minor Infernoid-adjacent homes






