Target 1 Machine monster you control; Special Summon 1 “Machina” monster with a different name from your hand or Deck, and if you do, destroy that targeted monster. You can banish this card from your GY, then target 3 of your Machine monsters that are banished and/or in your GY; shuffle them into your Deck, then draw 1 card. You can only use 1 “Machina Overdrive” effect per turn, and only once that turn.
July 1st, 2020
Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.
Hello Pojo Fans,
Machina Overdrive is the best Machina spell/trap other than Redeployment.
Being a Trap card it may be slow, but its two effects do more than the other Machina spell/traps. First effect is like Air Raider without the level restriction. You can also Special Summon from the hand, but you want to thin the deck unless you have no options in the deck. Any grave banish effect to draw is good. Cycling back resources will get you more use of your good monsters, and having coverage for banished or grave Machine monsters means even if your opponent banishes them you can still get to them. You can use Overdrive solely for that cycle back effect and as discard fodder. Getting the most out of the card is preferred, but that added grave ability all-but ensures you are getting something out of this card.
Until Next Time
Next up for Machinas is one of their only Traps they have: Machina Overdrive.
Overdrive is a Normal Trap that upon activation lets you target a Machine you control to summon a Machina from hand or Deck with a different name from the targeted monster from hand or Deck, then the target is destroyed. It’s Air Raider in Trap form that doesn’t have the Level restriction. This means you can swap a lower-Level monster for a Fortress or something bigger. Popping your Machines can trigger certain effects as well. The second effect lets you banish this card from your grave to target 3 Machines that are banished or in your grave to return them to the Deck and let you draw a card. Nice recovery option to get some of your Machinas back, especially the ones you don’t need in the grave. Also makes sure your cards aren’t banished, since that’s where Machinas typically don’t want to be. It’s a mini Pot of Avarice that feels like a bonus with the other effect it has. You only get one effect of this a turn and only once that turn, which is fine since both effects are fairly solid and can get a little too good to use both in a single turn. You can use this to summon on the opponent’s turn and recover your resources on your turn for that draw to immediately be useful to you. It’s a pretty good card, worth having a few copies of, especially being searchable.
Advanced Rating: 4/5
Art: 4.5/5 Are we getting a Dark retrain of Machina Force like we are the pieces for it?
Every Machine Archtyoe should have an Overdrive card; it’s just too easy, no? Machina Overdrive is a Normal Trap, with a first effect pretty similar to one we saw Monday. You Target a Machina to Special Summon another (of a different name) from your Deck. Then the Targeted Monster is destroyed.
Removing this card from your Graveyard from play lets you Target 3 of your Machines (any Machines) that are removed from play and/or in your Grave, shuffle them back into your Deck, and then Draw 1 card.
A free Draw is always appreciated. Recycling resources back to the Deck is also a great thing. You’re essentially getting 4 cards back (even if only one comes directly to the Hand) just for removing 1 card. I think the second effect here is better but the card is still powerful enough.
Art: 4/5 This, like Monday, seems lazy, but I like this a lot more. The blade being tempered or milled here is cool.
Here’s a neat little Trap for Machinas.
The activation effect is great for getting the deck moving and for getting in the way of the opponent’s cards that are targeting a Machine you control. It can create some chains with your other monster effects as well. It can be chained to Machine Air Raider for example to summon two Machina monsters while only destroying one. The order of effects on the whole Machina archetype is very unique.
The GY effect is just a bonus on an already good card. Who can’t appreciate some good draw power? I generally move around my non-Machina Machines if possible, but there are some exceptions.
Something else to note is that any deck that techs in Machina Fortress can make excellent use of this card. I even made it work in Superheavy Samurais, as the banish effect solves the issue of having a Trap in the GY.
The card is balanced with HOPTs on using the card itself, so you can’t use both effects in the same turn.
The art has dark overtones and shows a very dramatic scene. I like it a lot.
Versatility – 4
Rogue Plays – 5
Art – 5
Balance – 5
Uniqueness – 4
I score this card a 5/5. It’s very reliable for the deck, and there is no reason not to run it in any deck that uses Machina Fortress. It can set up OTKs from the Main Deck early into the game.
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