The Week of the Reckoning is a series of articles focused on the four Servitors who serve as the first Legend cards for Doomtown: Reloaded. These articles are written by play test team members and are meant to be a guide to the strategies the Servitors add to the game.
by Landon Sommer
Grimme is the spellcasting Legend. He covers all of the spellcasting options in Doomtown: Reloaded, having different effects for each of the skills. Keep an eye out as his trait increases spell costs EACH copy in play, not just your copies. Since most decks tend to center around four copies each of a few specific spells, this could put a real damper on your strategy. So, you’ll need a few ways to make up for that. General Store comes in handy for keeping those costs down.
Grimme has two abilities that you’ll have to balance between for the best use. His first ability that attaches a revealed spell will likely come in handy early game when your dudes don’t have many spells. You’ll find yourself casting some easy spells like Forget just to possibly get another spell. You still have to pay the costs, including the increase from Grimme’s trait. Plus the spell comes into play booted.
Once you have those spells, or enough dudes to risk a few booted at home, use Grimme to search the top five cards instead. This makes a solid way of bringing spells into play. Remember. the dude needs to boot to look for a spell and might not even find one, or find one that you already have multiple copies of in play. The easiest way to ensure that doesn’t happen is building a deck with two or less of each spell. Father Tolarios helps dig for specific miracles.
Miracles: Blessed often take advantage of their spells without booting them and discarding them for reduced casualties. Blessed have a few options to cycle their spells in and out of play, keeping your total number in play low to avoid Grimme’s negatives. Sentinel, from the upcoming set, gives you a nice option to discard for a control point and cycle back in when Grimme helps you find another.
Since spells like Consecration and Sword of the Spirit don’t need to boot to be used, they remain useful when they come into play with Grimme. They can also be discarded to action cards like Martyr’s Cry or Magical Distraction without needing to unboot.
Hexes: Hucksters might get the best deal from Grimme right now, as so many of their spells pass each other’s pulls and the skill levels are consistently high. Hucksters are also the likely reason that using Grimme’s react brings the spell into play booted. Except for Summoning, all Hexes need to boot to use their abilities. Hex Slingin’ easily makes up for a booted spell. Even if without immediate use, it it can discard for the 2 hand ranks you need to stay alive.
Spirits: Shamans currently get the least out of Grimme. He still increases the cost of all your spells by the number on the table already, but does nothing to help you easily get totems into play. Also you can’t even trigger Grimme’s react off successfully casting a totem. You’ll have to stick to non-totem spirits in order to take advantage of Grimme.