Two Different Box Colliders Aren't Colliding

I’ve taken a little break from a project, but have recently updated to Unity 5.3.5 from 5.3.3 (Interestingly It had some kind of warning about updating - I can’t remember what it was specifically).

Onto the problem, I created an empty game object with a box collider2D and put a script on it to destroy game objects. This works beautifully on all colliders that have been in the project before the update, but when I create a new object with a box collider2D on it - it doesn’t collide at all! It doesn’t even recognize that it’s colliding. Yes I have checked the collision matrix as well, and it’s working as expected.

Here is the destroyer collider’s script (that destroys the out of bound objects):

using UnityEngine;
using UnityEngine.SceneManagement;
using System.Collections;

public class Destroyer : MonoBehaviour
{
    int deathTime = 1;

    void OnTriggerEnter2D(Collider2D collision)
    {
        if (collision.gameObject.tag == "Player")
        {
            StartCoroutine(DeathAfterSec(deathTime));
        }

        Destroy(collision.gameObject);

        if(collision.gameObject.tag == "Untagged")
        {
            Debug.Log("planksucks");
        }
    }

    IEnumerator DeathAfterSec (int deathTime)
    {
        yield return new WaitForSeconds(deathTime);
        SceneManager.LoadScene("Scene2");
    }
}

Yes - I am trying to destroy the object named Plank ;p

I found the answer from another question that was slightly different. It’s a Unity bug, and the solution is to add a rigidbody2d to the object your trying to destroy and enable kinematic.