MAIN ATTRIBUTES

  • SWAPPING OUT OF BATTLE

  • MANIPULATING AFTERWORLDS

The Wind Grim Deck is a high-flying, fast-paced deck with a strong preference for Swapping in and out at will. Where other decks sustain through Healing or other means, this deck sustains by simply returning Grim to your hand before a Knockout can occur. This will have you doing quick math to determine whether you can get another Attack off before narrowly avoiding death in a Round. And in conjunction with this pivot strategy, you can also maintain certain control over the Afterworlds in play. Blow away detrimental terrain effects and replace them with your own to gain an upper hand in a pinch.

CARD FAQs

  • When using SNOWSTORM, note that THE RIPPLE GALE will gain Stamina when stealing it, so any mechanics that affect Stamina gains will apply.

    Note that this Grim's Passive redirects a declared Attack, and any mechanic that says "when an Attack is declared against this Grim" or similar would be applicable as a result of this redirection.

  • When using SANDSPIT, for questions about the “revive” or “replace” mechanic, see FOR ALL CARDS below.

    When using this Grim's Passive, 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.

  • When using WHIPWAIL, note that it does not restrict to which Grim you can attach the drawn Bond Card, so it may be attached to either

    When using this Grim’s Passive, note that it does not say after it “lands,” it triggers after the Attack resolves. This is before Synergy.

  • When using BREEZEBLOW, note that it says “each Target,” meaning this could result in two separate Heals.

    When using BRANCHDIVE, note that this does not restrict to one enemy Grim, so you may steal one Spirit from each enemy Grim.

    Note that this Grim’s Passive allows you to change the Afterworld on a Knockout, which means after the damage that knocks out that Grim occurs. If both THE SOVEREIGN TREE and its Ally are knocked out simultaneously, recall that you as the controlling player get to decide which happens first (so there may be a situation in which you allow THE SOVEREIGN TREE to go down first to put in THE GHOST DIMENSION thus allowing a Ghost Ally to survive).

  • When using TWISTER, 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. 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. When a Grim switches sides, it still ends its Turn in the Speed tier it started in, and you continue counting down from that Speed tier after its Turn.

  • When using COSMOGALE, calculated Attack damage is done to both Health and Stamina. If THE ABYSSAL ZONE forces Health damage to hit Stamina first, deal both values to Stamina before rolling over into Health.

    When using WHIRLWIND, for questions about the “revive” mechanic, see FOR ALL CARDS below.

    Note that this Grim's Passive provides Synergy for all of its Ally's Attacks including, for example, if the Ally is using an Attack not shown on its card. Those Allies are not immune to Blindness, they are simply treated as having the required Elements on their Ally for Synergy purposes.

  • When using IONBLAST, be sure to consider Speed buffs (e.g., from THE ELECTRIC METRO).

    When using RIPCLAW, to the extent that it matters which damage occurs first, you choose. If the damage knocks out THE STATIC SONG, both damage triggers will still occur.

    When using this Grim’s Passive, “after its Action” means any time after the Action and any effect resulting from it also resolves (i.e., at the end of its Turn).

  • When using SPELLBIND, if there are not enough Bond Cards to draw, you can only draw as many as there are available. The Bond Deck is not replaced by a shuffled Limbo until between Turns.

    When using SWIFTWING, for questions about the “replace” mechanic, see FOR ALL CARDS below.

    If this Grim Swaps as its Action into a Grim that has an "on entry" mechanic (e.g., The Wander Wolf), that will occur, then that Grim will take its Turn, then the Round will end.

    In some instances, a Grim’s Paralysis Phase Turn (or resolution step) will never come because Lunar Wing ends the Round with its Passive. 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.

  • The "four less Health" should not conflict with any mechanic in the game that alters incoming Grim Health, but rather should be supplemental to it. For example, if a newly placed Grim comes in with 20 Health due to a Swap in THE WIND UTOPIA, it will enter with four less than that, which is 16. Note that this is not treated as damage, so effects like the Passives of THE HEART SCALE or THE TOXIC TORRENT would not apply.

  • When using INCINERATE in the Fire Empire, it bypasses all Elemental interactions. Note, however, that THE POISON RAPTURE can trump this mechanic.

    Note that FLUTTER does not clarify base Speed. Because of this, Speed modifiers like THE ELECTRIC METRO should be considered. This Synergy Effect damages both the incoming Grim and an enemy Grim of your choice by half of the incoming Grim’s Speed.

    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. Also note that this Passive is not permissive, meaning you must revive an Afterworld if possible.

  • Note that certain mechanics common among Wind Grim allow you to "revive" or "replace" the Afterworld. "Replace" requires 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.

GRIM WITH WIND SYNERGY

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