MAIN ATTRIBUTES

  • DRAWING EXTRA CARDS

  • SECURING DOUBLE KNOCKOUTS

The Dark Grim Deck is full of tricks that will have your Opponent's head spinning. Players who like to position for sneaky strikes and double Knockouts will excel with this deck. Test your Opponent's knowledge of the game by luring them into acting the way you designed. This deck also helps you position more comfortably with extra chances to draw from the Bond Deck and your Grim Decks, making carefully planned plays even more likely to manifest to your benefit. Finally, the Fear Status can guarantee a Weak Attack from the other side, ensuring that their damage will be lessened and sometimes giving you conditional benefits from being hit by those Weak Attacks. Pull the strings from behind the veil with these trickster Dark Grim.

CARD FAQs

  • When using CONFLAGRANCE, to the extent that the order of operations matters, the Burns occur first.

  • When using STRAWSWIPE, any modifiers will apply after the doubling because this mechanic is not doubling a Heal, it is doubling a value that determines a Heal amount, which is a static value.

    This Grim's Passive does stack with THE DARK REALM and other mechanics that provide an additional draw. However it would not stack with any mechanic that provides a number of draws (e.g., if an Ally's Passive says that it gets two draws, it would be redundant of this Passive). If any conflicts result, take the higher value.

  • When using ACIDPOUR, remove the Spirit and shuffle all other cards in the Bond Deck, then place the Spirit without looking at the other cards.

    Regarding this Grim's Passive, if any mechanic considers whether a Grim "Healed," that refers to the Grim that gained Health, not the Grim that caused the Healing due to its mechanic (i.e., not this Grim, but its Ally). Also note that a “draw” is not the same as a “search”—if a card is searched for and added to hand, it does not trigger this Passive (see, THE DYED DIVINITY).

  • When using GRAVITY, you always have the choice between the two triggers. If this Attack targets both enemy Grim, the damage buff will apply to each Target that has no Bond Cards, but you cannot choose one trigger for one Target and the other for the second Target.

    When using DEEPSILENCE, remember to show the card that you've searched for to prove truthfulness.

    When using this Grim’s Passive, remember that an Attack “lands” before its damage resolves.

  • When using WISHWELT, any modifiers will apply after the doubling because this mechanic is not doubling a gain, it is doubling a value that determines a gained amount, which is a static value. For example, if this was done in the Water World, you would discard cards, double that amount to determine the value gained, and then add 2 to that gain.

    When using this Grim's Passive, to the extent that damage is dealt upon Status infliction, this Grim (or its Ally) takes the damage first as they are inflicted first.

  • When using this Grim's Passive, it does have access to Synergy on those Attacks as well (based on the Element of THE FOWL PRESENCE’s Ally. In the event that the Grim from whom it used an Attack is knocked out before Synergy Triggers, you still trigger that Synergy (because the Grim using it is THE FOWL PRESENCE, not the knocked out Grim).

  • When using DROUGHT, remember that each is a declared Attack. If your Opponent chooses to use a Reaction, they must declare which Grim is reacting, and the Reaction will only apply to that declared Attack (except for Paralysis, which pushes the entire Action to the Paralysis Phase, or Freeze, which prevents the declaration in the first place, or anything that otherwise Hinders the Attack). If you are Burned or Feared prior to declaring your Attack, you decide which is the "first" declared Attack of the two.

    When using this Grim's Passive, the card you attach must be from what you've just drawn. Note that the Passive says “after” an Attack “lands” on an enemy Grim. This means THE HUNGER WITHIN will draw and optionally attach a Bond Card after any effects occur at the “land” step, but before damage resolves. (The “after” portion of this is essential to balancing against other “when landed” effects).

  • When using COLORSWIRL, note that its Synergy Effect only prevents Reactions and does not prevent any other mechanic that is carried out in response to an Attack (e.g., a Grim's Passive allowing it to draw a card when Attacked to trigger an effect).

    When using SNICKER, note that the Health reset is not a Heal and thus it does not Cure any Status.

    When using this Grim's Passive, note that it must be done at the start of your Turn, which means before gaining Stamina (the first phase of its Turn). Also note that this Grim knocks itself out first, and must knock itself out to trigger the effect (i.e., THE GHOST DIMENSION would not allow this Grim to live and apply its effect).

  • This Grim may enter with additional Stamina by another mechanic, but it enters with eight Stamina by default. This Grim can be pushed to the Paralysis Phase using the Wind Utopia (which is treated like Paralysis, but is not Paralysis).

    When using SPIRITFANG, if you declared Synergy and drew a Grim, you must discard it to inflict its Status.

  • This Grim's Passive is all or nothing, meaning you must carry out both (Paralysis infliction and the draw) or none. If there is no Bond Card available to draw when this triggers, shuffle Limbo and make it the new Bond Deck as usual before carrying out this trigger. Also note that it triggers after the Attack damage resolves (but before Synergy).

GRIM WITH DARK SYNERGY

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