MAIN ATTRIBUTES

  • GAINING KNOWLEDGE

  • PREVENTING REACTIONS AND SYNERGY

The Light Grim Deck is likely the highest skill ceiling deck available in the game simply because it relies on your ability to take increased knowledge of the game state and apply it. Light Grim are all about uncovering secrets and using knowledge to your benefit. Force your Opponent to reveal their hand and doing damage based on its contents. Peek at the top cards in the Bond Deck or your Grim Decks so you know what to plan for. If you're a "knowledge is power" type of player, you'll certainly play well with this deck. This is especially true with the Light Deck's ability to prevent Reactions and ignore Synergy Effects. Know your next step and ensure it happens without the fear of triggers and traps with the Light Deck.  

CARD FAQs

  • Note that this Grim's Passive 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 targeted).

  • When using FAULTLINE, remember that each is a declared Attack. Because a Reaction cannot be performed, most nuances of this mechanic will not come up.

    This Grim's Passive will only apply to mechanics of Passives that trigger "on entry” and use the “on entry” language.

  • When using OVERGLOW, note that it is a reveal and not a draw, meaning the card will stay on the Bond Deck.

    Remember that this Grim’s Passive is required to allow for a Spirit Bonus to activate with only 2 Spirits. If this Grim has a Light Spirit Bonus and then Swaps to another Grim with only 2 Spirits attached, that new Grim will not have the requirements for a Spirit Bonus yet (it would need one more Spirit).

  • When using this Grim’s Passive, note that Round’s end Passive effects should be carried in Speed order (fastest to slowest).

  • When using PULSAR, to the extent that damage is dealt upon Status infliction, this Grim takes the damage first. However, that Status infliction will occur at the Reaction step as well.

    When using this Grim’s Passive, simply take an additional cube marker and place it next to your Reaction cube to denote having two. Carry out all start of the Round effects in Speed order (fastest to slowest). "Start of the Round" refers to the moment after the Afterworld is placed but before the first Grim takes its Turn in the Round.

  • When using this Grim's Passive, note that the damage is dealt immediately upon infliction. Therefore, a Grim may be knocked out upon a Status Reaction that causes Blindness before Attack an Attack lands (and thus before damage resolves), thus the Attack would not do damage.

  • When using SPORE, the hand reveal is required regardless of whether the Opponent has a Spirit in hand.

    “Start of the Round" refers to the moment after the Afterworld is placed but before the first Grim takes its Turn in the Round. To remove the Opponent's Reaction, simply remove the Reaction cube from the Opponent's Tracker. If the Opponent has more than one Reaction (e.g., THE CELESTIAL BODY), all Reactions would be removed.

  • When using CRESTFALL, note that the Stamina spend occurs at the Synergy step, after Attack damage has resolved. Note that this Synergy Effect does not require a shuffle as it is not explicitly stated.

  • This Grim's Passive allows it to keep Fiend's Favor for its controlling player once while active. If it Swaps out and comes back into play, it can be used once more as it is newly active. If it switches players while remaining active, it will not get a refresh on this Passive.

  • When using this Grim's Passive, you must pay the Health before searching. Because you can normally draw from either of your Grim Decks or the Bond Deck, you may choose any. You may only search one deck. If this Grim has more than one draw as part of its draw phase (e.g., if it’s a Dark Grim in THE DARK REALM), note that this effect applies to the entire draw phase, and the Health need only be spent once to apply to the entire phase.

GRIM WITH LIGHT SYNERGY

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Dark Deck