Stun Cuffs

Stun Cuffs

Avg. Rating 5.0
1 Rating

1


Side Neutral
Rarity Rare
Version A
Type Equipment
Points 3

Subtypes

Expansion

Abbreviation

Card Number
22 / 80

Author/Publisher
Independent Development Committee
Publish Date
2/1/2013

Independent Development Committee

Card Text

You may attach Stun Cuffs to your opponent's Characters.

Pay 2 build points    Equip

Equipped Character loses each of its abilities except Upkeep and gets "Tap one of your other Characters    Detach a Stun Cuffs from this unit when the battle phase ends."



Keywords

Equip
Equip: A selective effect on Equipment activated during the build step that means, "Attach this Equipment to a unit. Play only during your build step." You can pay the Equip cost only once per turn.
Stun
Stun X: A cumulative ability triggered during the damage placement POP that means, "When this unit damages another unit, that unit gets –X power until end of battle." If no damage counters are placed as a result of damage, Stun doesn't occur. Stun works anytime the unit damages another unit, not just when it attacks. Only the unit with both Deflect and Stun abilities can stun when it activates its Deflect.
Upkeep
Upkeep: [Cost]: A layered ability triggered when the build step starts that means, "When the build step starts each turn, you must pay the following cost." You must choose one of the costs that you can pay each turn, and ignore the others. You must still pay the Upkeep costs of a unit even if that unit is in the build zone, becomes the top card of a unique unit stack, or Pilots another unit. The Upkeep must be paid if you can pay it. If you can't pay any of the listed costs in full, then ignore Upkeep. If a unit has multiple Upkeep abilities, fulfilling just one of the Upkeep abilities (such as tapping the unit) does not satisfy all the Upkeep costs at once; it would only satisfy that instance of Upkeep. You may choose the order of multiple Upkeep abilities to keep an Upkeep from being paid, though a different order might pay it.