MAIN ATTRIBUTES

  • ATTACKING TWO GRIM AT ONCE

  • FORCING GRIM TO DAMAGE ALLIES

The Earth Grim Deck will shake your will as it shakes the ground beneath you. This deck focuses on spreading damage to hit both enemies at the same time, maximizing your damage output and abusing your Opponent's limited Reaction stock. It's hard to protect yourself from so many angles. These Grim are also capable of gaining certain benefits when Swaps occur, meaning you'll have a much harder time justifying switching in and out Grim Cards to avoid close knockouts. Finally, the Grapple Status can be used to force enemy Grim to hit their Allies for half damage the next time they mount an Attack, making them think twice about hitting you with heavy blows. Want a deck that keeps consistent pressure on? This is perfect for you.

CARD FAQs

  • This Grim's Passive allows a single Attack to hit both enemy Grim. As always, each is a declared Attack (see, FOR ALL GRIM below).

  • When using CHARGEBURST, consider Speed after all modifiers, including THE ELECTRIC METRO.

    This Grim's Passive checks whether it is Attacking after its current Ally. If a previous Ally Attacked prior to it but is no longer in play, that will not trigger this Passive. The Ally Grim needs to have fully resolved an Attack for this to apply—declaring an Attack and then being Paralyzed would not suffice. This Grim's Passive allows a single Attack to hit both enemy Grim. As always, each is a declared Attack (see, FOR ALL GRIM below).

  • When using this Grim's Passive, recall that "revive" means to remove it from discard and place it into the Afterworld deck, not to replace the current Afterworld.

  • This Grim's EXTINCTION Attack allows it to hit both enemy Grim. As always, each is a declared Attack (see, FOR ALL GRIM below).

    Note that Grim’s BONESPEAR Attack considers the total Bond Cards on both enemy Grim.

    Be sure to account for each instance in which this Grim should be knocked out when carrying out its Passive. For example, if this Grim is hit by an Attack that should knock it out, it can immediately discard two attached Bond Cards to live on one Health. However, if that same Attack then has a Synergy Effect that allows the Attacking Grim to deal damage to an enemy Grim and the Opponent chooses THE MORTAL PUZZLE, you would need to discard two more Bond Cards to live on one Health again.

  • When using CORROSION, note that the Synergy Effect only applies if the Target is still statused after damage resolves. If you are not using the Tracker, simply shift the Status up or down one on the standard Element chart (e.g., if Burned, shift to Freeze or Root). This effect can impact two Targets if there are two.

    The POLLUTION Synergy Effect can impact two Targets if there are two.

    Note that this Grim's Passive triggers at the moment of infliction, meaning it may Heal at the Reaction step of an Attack before damage resolves.

  • When using REVERSAL, note that a switch is not a gain, the values are simply being traded, so any mechanics that affect Stamina gains would not apply.

    When using SINKHOLE and hitting both enemy Grim, it will trigger twice as it applies to each Target. If for any reason you must determine which Grim is downed first in the case of a double Knockout, recall that the player declaring the Attack determines which happens "first." Remember that any mechanic that says "deal" X amount of damage does not modify calculated Attack damage--it is an independent amount of damage dealt.

  • When using the CRYSTALLIZE Synergy Effect, flip the top Banished on your Banished Pile face-up. If you use it again before drawing that Banished, simply flip the next one down and re-cover it with the top Banished that was already flipped.

    This Grim's Passive will trigger when a Grim Swaps normally or when a Grim on the field Swaps with an enemy Grim. Remember that Swapping is an initiated action, meaning the Grim that causes the Swap is the "Swapping" Grim--the other Grim is simply subject to the Swap. For example, THE SAINT ELMO causes its Ally to Swap with an enemy Grim when THE FIRE EMPIRE becomes active. In this case, THE SHARP PROMISE would Heal equal to 1/2 of the THE SAINT ELMO's Ally's base Health (the one Swapping). Also note that this Grim’s Passive will not trigger in any case when it Swaps itself out of play (and when being brought in from a Swap, it’s not active when the Swap occurs).

  • When using MOSSTRAP, recall that "revive" means to remove it from discard and place it into the Afterworld deck, not to replace the current Afterworld.

  • This Grim's RIPTIDE Attack allows it to hit both enemy Grim. As always, each is a declared Attack (see, FOR ALL GRIM below).

    When using MUDSLIDE, note that the receiving Grim will gain Stamina when stealing it, so any mechanics that affect Stamina gains will apply.

  • When using PETRIFY, note that it considers base Health, which is the Health printed on the card.

    When using this Grim’s Passive, it and its Ally Swap simultaneously, so if both incoming Grim have “on entry” effects, remember to trigger them in Speed order (fastest to slowest).

  • For any Attack that targets both enemies, a mechanic common among Earth Grim, 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.

GRIM WITH EARTH SYNERGY

Previous
Previous

Plant Deck

Next
Next

Electric Deck