Overload, not to be confused with Psychic Overload
which should also be run in this deck, is a
Continuous Trap Card. Normally, it is the effect of
a Trap Card that is worth noting, but in this case,
I believe the cost is just as good as the effect.
Yesterday's Circuit just needs to stay on the field
or have a PSY-frame
monster in the monster to activate. This card needs
monster on your Field or in the Hand to activate.
That monster is banished as cost so it is nearly
impossible to negate. For your troubles you get to
target and banish any card on the Field. If you
wanted, you could get two of your cards off the
field so the Gears in your Hand could become live.
Obviously, targeting your opponent's cards is
usually preferred. While it's true you can only use
that effect once per turn, you can have multiple
Overloads on the field and use that effect more than
What makes this card absolutely essential is the
second effect. You can banish
Overload from the grave during either player's turn
to search any PSY-Frame
card in the Deck except itself. You can get any Gear
to your Hand during your opponent's turn to negate
something, or you can get Circuit for your next
turn. Even better is you can activate all the
Overloads in your Graveyard to search multiple
cards. I really like this deck and I believe that
this is one of the best themed traps in the game.
Score: 4/5 Two great effects.
Art: 4/5 The
Flash 1967 Intro