MAIN ATTRIBUTES

  • REDIRECTING ATTACKS 

  • BUILDING STAMINA

The Water Grim Deck is adept at building, maintaining, and even stealing Stamina, the currency that Grim use to launch Attacks and to Heal. We all want to dish out consistently high damage, but you can only do so if you have the Stamina required for those Attacks. When you inevitably run out of steam, you'll be wishing you had a Water Grim at your disposal. This deck is also proficient at redirecting Attacks, forcing enemy Grim to hit their own Allies or saving your weaker Grim from being picked off. This deck is all about positioning and stockpiling.  

CARD FAQs

  • Either Attack may be chosen when using SHADOWTRAP's Synergy Effect. Stamina must be paid to use the Attack (this is always the case unless an effect say Stamina need not be paid).

    When using WIDOWEEP, if the Bond Deck has less than 3 cards in it, you may only search what is available. The Bond Deck is replaced by a shuffled Limbo between Turns.

    This Grim's Passive only applies to Reactions that cause Immunity. Note that "takes zero damage," language which can be found in some mechanics, is not the same as an Immunity. Immunity only relates to Elemental interactions. When you’re Immune to an Attack, Synergy does not trigger—when you take zero damage, Synergy does trigger, but calculated damage is zero.

  • When using WEATHERING, 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.

    "Before all modifiers" means you will Heal by double the value of Stamina + Bond Cards spent, then add any modifiers from THE PLANT PARADISE or other mechanics. When using this Passive to Swap, remember that you can over-Heal in doing so (an exact Heal is not necessary to Swap)

  • When using PROPULSION, consider effective Speed after modifiers like THE ELECTRIC METRO

    When using this Grim’s Passive, do not apply damage to its Health until Stamina reaches zero. If THE NOURISH BLOOM is targeting this Grim’s Ally, this Passive only applies if THE NOURISH BLOOM chooses to target Health (hence “before Health”). Also note that this Passive is not restricted to calculated Attack damage, which means it can apply to all damage.

  • When using this Grim’s Passive, note that the effect triggers when the Attacks “lands,” which is before damage resolves. This means damage is never done before the Knockout.

  • When using SUBMERGE, if the drawn card is not a Spirit, you are not required to reveal the drawn card. If it is a Spirit, it must be revealed. This Synergy Effect does not say “you may,” so if you declare it, you must trigger it.

    Note that this Passive will apply to Freeze Reactions. Reacting with a Freeze will usually Hinder the oncoming Attack, which forces the Opponent to re-declare an Action. If the newly Frozen Grim wants to declare an Attack, it must first take a hit to its Stamina.

  • When using CONFRONT, 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.

    When using WATERFALL, note that it says “reveal” and not “draw,” so the card remains on the Bond Deck.

    This Grim's Passive will also trigger if an Opponent's Banished is revealed, but only applies to revealed Banished on a player’s Banished pile.

  • When this Grim declares an Attack, you do not need to declare whether you are damaging Health or Stamina because damage calculation is not part of the “declaration” step (it is calculated at Attack resolution). Note that "calculated damage" under any mechanic will still apply to the calculated damage against Stamina.

  • Damage that applies to this Passive includes all damage that is not calculated Attack damage. That means any damage resulting from Grapple or Confusion, any mechanic that says “deal X damage,” and any other mechanic that does damage that is not an Attack. Note that “add X to damage” changes the value of calculated Attack damage, so that would not apply.

  • The NOVASTAR Synergy Effect bypasses all Elemental interactions. Note, however, that THE POISON RAPTURE can trump this mechanic.

    When using FATHOMDIVE, note that this Grim will gain Stamina when stealing it, so any mechanics that affect Stamina gains will apply.

    Note that this Grim's Passive Heals even when enemy Grim enter play with an attached Element, when a Grim Swaps and an Element already in play attaches to the newly placed Grim, and even when the Psychic Spirit Bonus is used to re-attach Elements to different Grim. Also note that the clarification that this occurs with an Element attached on entry doesn’t make this an “on entry Passive” (see, THE TOTEM PILLAR). Every Element attachment, even if simultaneous, is a separate Heal (for mechanics that modify a Heal).

  • Regarding this Grim’s Passive, if an Attack is declared against THE RAIN DANCE and is redirected to its Ally, the Attack is valid because it was not “declared” against the Ally. In the event of an Attack that is declared against both THE RAIN DANCE and its Ally (each a declared Attack, see Earth Mechanics), where that Ally has less Health than THE RAIN DANCE, the Attack can only target THE RAIN DANCE and will not target the Ally. Simply resolve the Attack against only THE RAIN DANCE.

GRIM WITH WATER SYNERGY

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