Trap - Counter
This card gains the following effect depending on the Spell & Trap Zone in which it is placed:
● Left-most and Right-most: When your opponent activates a Spell Card: Negate the activation, and if you do, destroy it.
● Middle: When your opponent activates a Trap Card: Negate the activation, and if you do, destroy it.
● Otherwise: When your opponent activates a monster effect: Negate the activation, and if you do, destroy that card.
Reference to PachinKonami's recent practices of putting more money into Metal Gear Pachinko machines than making good Metal Gear games. In all seriousness, this is based on Mikuratorii's effect and a comment I made on the original post here. iku The card is similar to Shut Line where it cares about columns, but it can't be played around in the same manner. It care's about its own positioning rather than your opponent's positioning. If you set a bunch of cards at once, it could be pretty screwy trying to play cards since anything you have could be negated, but your counterplay is judging what kind of card they would want to negate. That goes the same for you, since you can't pick what you're negating after you Set it.
I want the card to have a cost but I don't want it to be LPs like the stupid Solemn cards that keep trying to tell you LPs matter. What should I do?