Over Capacity
Trap Normal

Over Capacity

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When your opponent Special Summons a monster: Banish all face-up Level 2 or lower monsters on the field.




 
 
AI Power Analysis
Removal / NegationConfidence: LowEvaluated Oct 5, 2026
36± 8/ 100
Power Score
Intrinsic 36

Over Capacity — Power Evaluation

Final Score: 36 ± 8 · Confidence: Low

  • Intrinsic: 36 · Deck: — · Meta: provisional
  • Primary role: Removal / Negation · Secondary: Board breaker, Control

Why it scores here

Over Capacity is a reactive board breaker that banishes opponent monsters Level 2 or lower when they Special Summon. While banish is a strong removal type, the Level 2 cap severely limits its application against modern meta decks that run Level 3+ starters and high-level bosses. As a Trap, it requires setup beforehand and is vulnerable to negation or destruction before activation, making it unreliable compared to hand traps. The card bricks entirely in matchups where opponents don't play small monsters, relegating it to a highly situational sideboard tech at best.

Axis scores

Axis Score Evidence
Accessibility 45 Moderate accessibility as a Trap requiring setup and a specific opponent trigger; contingent on drawing and setting it before opponent plays (inferred from card type and mechanics).
Combo & Conversion 15 Negligible combo contribution; it is purely reactive and does not advance your own board state or enable winning sequences (inferred from Trap nature and effect).
Resource Economy 40 Variable and matchup-dependent resource return; generates net −1 if no Level 2-or-lower targets exist, or potential +1 to +2 if multiple targets are banished (inferred from conditional banish effect).
Effect & Interaction 30 Strong removal via banish—which resists recursion—but severely capped by Level 2 limit that excludes the vast majority of modern starters (Level 3+ Synchro/Xyz lines, boss monsters) (verified from card text and meta context).
Material Utility 5 Zero material value as a Trap Card with no body, level, attribute, or type-synergy (verified from card classification).
Resilience & Flexibility 25 Fragile as a Spell/Trap vulnerability to negation, destruction, or being chained before activation; entirely dead if opponent refrains from Special Summoning (inferred from Trap mechanics and narrowly scoped trigger).
Deck-Building Efficiency 35 Splashable across archetypes with no synergy lock, but competes for limited Trap slots and carries severe brick risk in unfavorable metagames (inferred from card design and deck-building economics).

Calculation

Weight profile: Removal / Negation primary role. Intrinsic ≈ 36, Deck ≈ —, Meta = provisional. Modifiers: none. Final formula: Intrinsic (no decks, no combos)

Strengths

  • Banish is a strong form of removal that cannot be easily recurred by most decks
  • Splashable across all archetypes with no synergy requirement or archetype lock
  • Reactive trigger activates automatically when condition is met—no manual activation required

Weaknesses

  • Level 2 or lower cap excludes virtually all modern meta starters and boss monsters
  • Requires setup (must be set on field beforehand) and is significantly slower than hand traps
  • Vulnerable to trap negation, destruction, or being chained before activation
  • Completely useless (−1 net card) if opponent controls no Level 2-or-lower monsters
  • Competes for extremely limited Trap slots in most competitive deck builds

Counters / choke points

  • Trap negation effects (e.g., Infinite Impermanence, Crossout Designator if chainable)
  • Spell/Trap zone destruction (e.g., Cosmic Cyclone, Twin Twisters, heavy backrow removal)
  • Meta decks built entirely on Level 3+ starters and bosses (the norm in modern play)
  • Decks that deploy threats too quickly to be set-and-triggered

Best use

Going-second tech against archetypes featuring many Level 2-or-lower monsters. Decks: Highly meta-dependent; situational sideboard tech only.

Evidence & gaps

  • Verified: Card type: Normal Trap; Card text: When your opponent Special Summons a monster, banish all face-up Level 2 or lower monsters on the field; Available in formats: TCG, OCG, MasterDuel, DuelLinks
  • Inferred: Reactive board breaker triggered by opponent action, not player action; Banish is inherently strong removal resistant to recursion and recovery; Level 2 cap is a severe limitation against meta trends favoring Level 3+ plays; Trap mechanics require pre-setup; vulnerable to negation and destruction; No archetype affiliation; theoretically splashable, but meta-dependent in practice; Competes for premium Trap slots, increasing opportunity cost
  • Data gaps: No decks supplied—cannot verify real-world inclusion, deck archetypes, or synergy partners No combos supplied—cannot confirm appearance in winning boards or combo lines No guides supplied—no human strategic context on deployment or matchup analysis No banlist or legal-copy data—assumed unlimited (3 copies per deck) No usage statistics—cannot calibrate against archetype inclusion rates or historical trends No Top-Card ranking—cannot verify competitiveness in actual tournament play











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