Armory Arm

Edison Card Text
1 Tuner + 1 or more non-Tuners
① Once per turn: You can choose 1; ● Target 1 monster on the field; equip this card to that target.
● Unequip and Special it in Attack Position.
② That equipped monster gains 1000 ATK.
③ If that monster destroys a monster by battle and sends it to the GY:
Your opponent takes damage equal to their destroyed monster’s ATK on the field.
Targets
Note: when it becomes an Equip Card
Damage Step • Substep 7
Banlist • Unlimited
Interactions
Does Armory Arm burn for printed ATK or current ATK?✓
Armory Arm is equipped and a monster is destroyed by battle.
In Edison rulings, Armory Arm burns for the destroyed monster's current ATK at the end of Damage Calculation - substep 4.
When Armory Arm burns after destroying a monster, does it use printed ATK?✓
Armory Arm is equipped and destroys Spined Gillman by battle.
In Edison, the burn uses the destroyed monster's ATK at the end of Damage Calculation (e.g., 1700 for Gillman boosted by its own effect).
Rulings
edisonformat.net
● The ③ effect will trigger even if that monster is no longer in the GY when it resolves.
● You can equip this card to an opponent's monster. If you do, and that opponent's monster destroys your monster by battle, your opponent takes the damage (Arm is still your card, in your Spell/Trap Zone).
● If control of the equipped monster is changed, this card does not change control.
● The damage dealt it equal to the atk of the monster on the field.
If "Tragoedia" is destroyed, damage will be dealt equal to its atk on the field.
edisonformat.com
(1) Once per turn, you can equip this card to a monster OR unequip it to Special Summon this card in face-up Attack Position. (2) While equipped to a monster by this effect, that monster gains 1000 ATK. (3) When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the destroyed monster’s ATK.
The (1) Ignition(-like) Effect activates & resolves on the field.
If activated while in the monster zone, this is a Monster Card's effect.
If activated while equipped, this is an Equip Spell Card's effect. This effect can't be activated if "Cold Wave" prevents you from activating Spell Card effects.
This effect equips "Armory Arm" to a monster on the field (even monsters your opponent controls).
If the target leaves the field before this effect resolves, "Armory Arm" is destroyed.
The (2) Continuous-like Effect applies on the field, it is an Equip Spell Card's effect.
"Cold Wave" will not prevent this Continuous-like Effect from applying.
The (3) Trigger-like Effect is mandatory, it is an Equip Spell Card's effect.
This effect activates & resolves on the field, if this card leaves the field before this effect resolves: this resolves without effect.
If "Cold Wave" prevents you from activating "
using
" Spell Card, you cannot activate this effect.
Inflict Damage equal to the destroyed monster's ATK while face-up on the field (at the end of Substep 4 - Damage Calculation), even if it leaves the Graveyard before this effect resolves [REF]].
This ruling changed in January 2011, inflicing damage equal to the original ATK [REF]].
VS. "Colossal Fighter":
Player A equips "Armory Arm" to Player B's "Archfiend Soldier", bringing its ATK to 2900. Player A's "Colossal Fighter" (ATK/2800) attacks "Archfiend Soldier" (ATK/2900), and Player A takes 100 Points of damage in Substep 4 - Damage Calculation. In Substep 7 - End of the Damage Step, Player A activates the mandatory Trigger-like Effect of "Armory Arm" (as Chain Link 1) and the optional Trigger Effect of "Colossal Fighter" (as Chain Link 2, targeting itself). When the Chain resolves, "Colossal Fighter" Special Summons itself, then "Armory Arm" deals 2800 Points of Effect Damage to Player B.