MAIN ATTRIBUTES

  • MANIPULATING SPEED

  • GAINING ADDITIONAL ATTACKS

The Electric Grim Deck will strike before you even have a chance to calculate the field of play. Some believe that strategy lives and dies by Turn order. If you share in that belief, this is the right deck for you. Electric Grim excel in manipulating Turn order and Speed, forcing your enemies to move last and boosting your chance to secure a Knockout before they can. Momentum swings wildly in this game; every match is close due to the myriad of balancing mechanics at play. Sometimes Turn order can make all the difference. Beyond Speed manipulation, the Electric Deck also has mechanics that allow its Grim to strike multiple times within a Round. Additional Attacks are a great way to overcome any threat of a Reaction, given that each player only has one per Round. 

CARD FAQs

  • This Grim's Passive must be declared before its Ally takes its Turn for a Round. Usually, this occurs at the start of a Round, but it could occur mid-Round, especially when THE THESEUS BUD is reversing Speed in the Round.

    (This Passive is plural on “Allies” specifically for an alternate format using multiple Allies that has been designed but not yet rolled out; for now, it simply applies to its sole Ally at any given time)

  • Note that this Grim's Passive only requires that both enemies "begin" their Turns within the Round. If either enemy Grim began its Turn and then was Paralyzed and forced into the Paralysis Phase, they have begun their Turn and thus this Passive still triggers. Newly placed Grim that have not began a Turn, even if the Grim they replaced had taken a Turn, will prevent this trigger.

  • This Grim's extra placement from its Passive will stack with other mechanics like The Dark Realm.

    When using this Grim’s Passive, note that the Element must come from hand and it is discarded like with a normal Status Reaction. Also note that this only applies when THE IMAGE OBSCURA is targeted, not its Ally.

  • When using CHARGEBOLT, note that this effect clarifies that the Health steal is not a form of damage nor a Heal. Contrast this to Stamina steal which does qualify as a Stamina gain.

    When using this Grim’s Passive, if its Grim's Ally uses an Attack that allows it to Swap, that is fair play, and it will avoid the Knockout. If this Grim’s Ally would not be knocked out due to THE GHOST DIMENSION or a similar effect (see also, THE MORTAL PUZZLE), it does not gain an Attack. When the Ally should be downed by an Attack, this trigger effectively happens at the “land” step before damage resolves.

  • When using VENOMSPIT, recall that any Synergy Effects that modify damage are calculated when dealing that Attack damage (at resolution), and anything else triggers after resolving damage. Therefore, the Blight will be inflicted after damage resolves. There may be instances in which this Grim has the damage buff but never gets the Blight effect because it’s knocked out before its Synergy Effect triggers.

    When using REFLEX, note that you must "replace" the Afterworld, meaning the current one must be discarded and a new Afterworld must be activated. Note that this does not allow you to replace it with a discarded Afterworld like some mechanics do, as it is not explicitly stated (e.g., THE BOND BROKEN). Because THE ELECTRIC METRO is no longer active, any Speed buffs applied because of it will be lost starting next Turn. Speed loss mid-Turn does not stop a Turn. Speed is checked when a Turn begins and any begun Turn must resolve. Note that the effect triggers when the Attacks land, which is before damage resolves. This means damage is never done before the Knockout.

    Note that this Grim’s Passive triggers “after Attack resolution” which is before Synergy triggers.

  • When determining how this Grim's Passive changes Turn order, consider what the most recent Grim to begin its Turn was, then begin counting up from that Grim’s Speed. Note that Fiend's Favor grants additional Speed to the player with it, so practically this Passive reverses the tie-breaking effect of Fiend's Favor in favor of the player without it (as their Grim are slower). When this Grim leaves play or its Passive is otherwise nullified (e.g., the Light Kingdom), Speed will return to normal, and you will begin counting down from the Grim that most recently began its Turn.

    Recall that Grim only get one Turn per Round while active. However, if a Grim was once active, then Swapped out, then Swapped back in within a Round, it could get a Turn due to it becoming inactive and active again, thus refreshed for a Turn in the Round.

    In some instances, a Grim’s Paralysis Phase Turn (or resolution step) will never come because Theseus Bud reverses Speed. If your Grim is Paralyzed as a Reaction, your suspended Attack will always resolve by the end of the Round, so if your place is skipped before the Round ends, resolve the Attack and clear the Paralysis at the end of the Round. If multiple effects happen at the end of the Round, remember to carry them out in Speed order.

  • Regarding this Grim’s Passive, because it can have an additional Element attached, placing a second Element on it will not force you to discard the first attached. However, placing a third on it will force you to discard either Element of your choice. Swapping to another Grim will also force you to discard an Element of your choice if you have two attached.

    When using ROBOSHOCK, the Synergy Effect trigger can affect both enemy Grim if the Attack targets both enemy Grim and the condition of sharing a common Element is true for both Targets.

  • When using INSPIRE, the Paralysis is inflicted at the “land” step right before damage resolution.

    It does not matter whether this Grim remains on the field after triggering its Passive to allow its Ally to take an additional Turn. If a new Grim replaces this Grim, that newly placed Grim may have a Turn with no regard to this mechanic.

  • When using POWERSPIKE, note that you must pay two Stamina to declare another Attack, and you must also pay Stamina for that Attack (this is always the case unless an effect says Stamina need not be paid).

    Regarding this Grim’s Passive, it says “after” an Attack “lands” on this Grim. This means THE POWER WITHIN will gain Stamina 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 JEALOUSY, note that you must "replace" the Afterworld, meaning the current one must be discarded and a new Afterworld must be activated.

    When using WIRESPARK, note that the Ally Grim must pay Stamina for that Attack (this is always the case unless an effect says Stamina need not be paid).

    When using this Grim’s Passive, remember to account for any modifications to the Ally’s Speed, like with THE ELECTRIC METRO.

GRIM WITH ELECTRIC SYNERGY

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