• Gorz
  • Newbie Topic Starter
Recently, I've been testing out the Superheavy Samurai archetype, and the card "Superheavy Samurai Soulpeacemaker" has been glitching out on me for no apparent reason, specifically for the part in red.


You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or field to that target. While this card is equipped to a monster by this effect, monsters your opponent controls cannot attack monsters you control, except the equipped monster. You can Tribute a monster you control equipped with this card by this card's effect; Special Summon 1 "Superheavy Samurai" monster from your Deck. You can only use this effect of "Superheavy Samurai Soulpeacemaker" once per turn.

When testing the card through LAN mode, the card works as intended. When playing online, however, the part in red fails to give me the prompt to activate the effect roughly every other game. The circumstances of the field don't matter either, as one game I'm allowed to activate it's effects after summoning every card from my hand and establishing a board, and in the next game the card won't activate if the only play I did up until that point was normal summon a Superheavy Samurai, then equip Soulpeacemaker with his own effect.

To also note, it doesn't matter which Superheavy Samurai monster he is equiped to, as the same result takes place (one game I even switched targets by making a link play, and Soulpeacemaker still refused to activate when equiped through his own effect).

Attached is a replay I had where the Soulpeacemaker doesn't activate. The replay ends when Soulpeacemaker equips himself to my Superheavy Samurai Link monster, as I wanted to use the effect and go into the Superheavy Samurai Battleball from my deck, but was unable to because of Soulpeacemaker glitching out.

Thank you [:smile:]
File Attachment(s):
Soulpeacemaker Glitched.yrp (1kb) downloaded 1 time(s).

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That bug is "reported" regularly, and the problem is always the same (and it is not a bug)
Check Sekka's Light text, you'll see the problem
Sekka light prevent spell/trap activation for the rest of the duel
While equipped, monsters cards are treated as equip spell, so you cannot activate it after you resolved Soulpeacemaker