MAIN ATTRIBUTES

  • WARPING ELEMENT INTERACTIONS

  • SPATIAL MANIPULATION

The Psychic Grim Deck is all about control. Control the Elements, control the incidence of Strong Attacks, control the Afterworlds, control the game. Flip your Opponent's plans on their head while you reverse Elemental interactions, guarantee Strong Attacks, and even steal their Grim. Is your enemy faring too well with a powerful Grim? Rotate all Grim clockwise or force it to damage itself. Use the Psychic Spirit Bonus to move all attached Elements on the battlefield and change the Afterworld in play. This deck is a mind-bending, cosmic horror that will have your Opponent confused and struggling to keep up. 

CARD FAQs

  • This Grim’s Passive does not inflict an additional Status (i.e., it would not trigger THE POISON RAPTURE twice). It simply applies the effect of a second Status on top of the one inflicted.

  • When using SHORTCIRCUIT, note that Immunity is not the same as taking zero damage. Immunity only relates to Elemental Immunity.

    When using PROBE, rotate everything, including all attachments (note that this is not a Swap, which is why the attachments move with the Grim). Health, Stamina, and Status will travel as well. Also recall that Grim only get one Turn per Round, so if a Grim switches sides and would conceivably get a second Turn because its Speed tier comes up again, it does not get a second Turn. If THE ODD STRANGER switches sides, it resolves its Turn in the Speed tier it started in, then you continue counting down the Speed tiers. In some instances, there may be an empty slot where a knocked out Grim was—that empty slot will also rotate (because new Grim are placed between Turns).

    When using this Grim’s Passive, consider clockwise from a top-down view. If the slot clockwise of this Grim is empty, nothing will take damage.

  • When using SUNSPOT, note that "replace" allows you to discard the existing Afterworld in favor of a new one. "Revive" simply allows you to take a discarded Afterworld and place it back into the Afterworld deck. Also note that it does not say “unless discarded,” so you may revive THE FIRE EMPIRE from discard for this effect.

    When using PHOTONBEAM, note that THE SAINT ELMO will gain Stamina when stealing it, so any mechanics that affect Stamina gains will apply.

    This Grim’s Passive triggers immediately at the moment it and THE FIRE EMPIRE are both in play. In the case of THE FIRE EMPIRE being played in a new Round, this will happen at the start of the Round. If there are multiple “start of the Round” mechanics, carry them out in Speed order (fastest to slowest). Also recall that Grim only get one Turn per Round, so if a Grim switches sides and would conceivably get a second Turn because its Speed tier comes up again, it does not get a second Turn. If it’s the Ally’s Turn when that Ally switches sides, the other player will carry out the Turn in the same Speed tier in which the Ally began its Turn.

  • 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 Confusion before Attack an Attack lands (and thus before damage resolves), thus the Attack would not do damage. Note that THE MOTHER EARTH’s Passive that can apply the effects of Confusion would not trigger this Passive.

  • When using EGORIFT, remember that “revive” allows you to bring a discarded Afterworld back into the Afterworld Deck and does not allow you to replace the current active Afterworld.

    This Grim’s Passive triggers upon all draws and searches, including the search granted with Fiend’s Favor.

  • When using PSYCHLEAF and targeting both enemy Grim, the text would allow you to steal both Spirits from one Grim. Both must be attached to THE UNION ROOT or its Ally (note that there is no “in whole or in part” language, see, THE TRIPPY TREE).

    When using CONSCIOUSNESS, note that this is not a Heal, and thus Status is not Cured from it.

    When using this Grim’s Passive, remember that “revive” allows you to bring a discarded Afterworld back into the Afterworld Deck and does not allow you to replace the current active Afterworld.

  • When using TELEPORT, note that “set its Health to ten” happens after the Swap occurs. This means that any Health modification that occurs upon Swap, like mechanics offered by THE WIND UTOPIA, will happen and then immediately be overwritten when you set its Health to ten.

    When using this Grim’s Passive, to “reverse Elemental interactions,” simply flip the arrows on the Player Guide. For example, instead of Water > Fire > Plant, you would have Water < Fire < Plant, meaning Water would now be weak to Fire, Plant would be strong against Fire, and Fire would still resist itself.

  • This Grim’s Passive bypasses all Elemental interactions. Note, however, that THE POISON RAPTURE will trump this mechanic.

  • When using this Grim’s Passive, note that “takes zero damage” is not the same as being Immune to an Attack. While the Grim will take no damage, any Synergy Effects from oncoming Attacks would still trigger.

  • When using PSYCHSPIN, recall that Swapping does not carry attached Bond Cards with the Swapped Grim nor the target of the Swap. Because of this, the Grim will effectively trade Bond Cards. Status, Health, and Stamina will travel with the Grim. Note that this Grim is automatically knocked out after Swapping due to its Passive, and therefore a successful use of this Attack’s Synergy Effect will force your Opponent to draw a Banished. Also recall that Grim only get one Turn per Round, so if a Grim switches sides and would conceivably get a second Turn because its Speed tier comes up again, it does not get a second Turn.

GRIM WITH PSYCHIC SYNERGY

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Poison Deck