When a card bearing this sigil perishes, the creature opposing it perishes as well. A Pelt is created in your hand.
Steel Trap is a Sigil possessed by Trap cards. When a card bearing this sigil perishes, any creature opposing it perishes as well; In Act I, this creates a Wolf Pelt in your hand.
Behavior[]
Steel Trap does not trigger Loose Tail and it will kill cards with the Repulsive Sigil like Ijiraq, as its effect is not considered a direct hit. If a card with this sigil perishes while no creature opposes it, this sigil will not activate. This effect activates immediately in the turn order, negating any overkill damage which its attacker may have been able to do to cards behind the trap.
Strategy[]
Care should be taken as to what opposes a card with this sigil, as it is incapable of blocking this card's effect. The best case scenario is to use a card with Bifurcated Strike or Trifurcated Strike, as this will allow the enemy to be killed without any friendly casualties. If this card must be killed directly, weak or cheap cards should be placed opposing it to reduce the overall penalty.
Trivia[]
- This sigil, along with Tidal Lock, Moon Strike, and Repulsive, are the only sigils in Act I (outside of Kaycee's Mod) that can never be used by the player.
- In Act II the Sigil has the same description despite not giving you a Wolf Pelt.