I would create one texture from on load from a colorarray the size of the screen in a seperate project just to create a image or use paint.
I would straight blit parts of it without streaching at all.
(by this i mean)
The source Rectangles and destination Rectangle portions would have the same Width and Height.
(this could be multiple smaller parts of the source)
As a matter of acetic choice, the destination drawing position of the rectangle (the X Y) might be randomized just prior to drawing or evenly distributed across the screen.
It could be as many blits as desired and the duration of each blit might be longer or shorter.
i would make these all a shade of grey to white in the texture then use the color parameter in spritebatch to to either shade each blit as well as manually set the colors transparency Alpha value the A portion of the color.
e.g (something like the below for actual drawing).
// you could use the same rectangle for source and destination.
// provided its not out of bounds of the texture itself.
// just s below
Point s = new Point();
s.X = (int)Math.Random(0, sourceTexture.Width);
s.Y = (int)Math.Random(0, sourceTexture.Height);
Point d = new Point();
d.X = (int)Math.Random(0, viewport.Width - s.X);
d.Y = (int)Math.Random(0, viewport.Height - s.Y);
Rectangle destinationRectangle = new Rectangle();
destinationRectangle.X = s.X;
destinationRectangle.Y = s.Y;
destinationRectangle.Width = d.X;
destinationRectangle.Height = d.Y;
float transparency = (float) (math.Random( 1,80) / 255d);
spriteBatch.Draw(sourceTexture, sourceRectangle, destinationRectangle, ...ect.., new Color( 255, 255, 255, (byte(255f * transparency), ...ect... )
if you make a class that stores the parameters put that into a list or array and just keeps drawing the lists or arrays parameters till the class says a item has run out of time and should be replaced. Then you can control how often it happens how visible it is and how much processing power it uses. As well as change how the effect looks from a static effect to a sort of artifact effect you might see in a low res movie.
Transparency controls how much of a impact on the eyes the effect has in general..