recursal/Fanatic-Fandom huggingface dataset:
Master Bleene

**Master Bleene** is a Rare Magick card in Act II of *Inscryption*.

## Strategy

The True Scholar sigil only needing a Blue Mox to get activated makes it possible to sacrifice Master Bleene as soon as it is played, since it already requires this mox. Because of this, Master Bleene's main purpose is to be sacrificed as soon as it gets played. However, its high Health also makes it a good tanking unit, allowing you to gain time and only sacrifice Master Bleene when his health is low.

The best way to rapidly play this expensive card is to have a Bleene's Mox on the board, since it activates both the Blue and Green Mox needed to play Master Bleene.

## Trivia

* Bleene is a portmanteau of the words Blue and Green, in reference to the types of Mox this card requires.
* Master Bleene may be a reference to the Pot of Greed card from Yu-Gi-Oh, as both of them allow the player to draw cards.
	+ The fact that True Scholar allows the player to draw 3 cards instead of 2 like Pot of Greed may be a reference to cards in the Yu-Gi-Oh! anime often possessing incorrect or altered effects; Pot of Greed sometimes allows the draw of 3, as spoofed in the video "I SUMMON POT OF GREED!".
Mirror Tentacle

* Act I
* Act II

Mirror Tentacle in Act I

### Traits

Its power is equal to the creature opposing it; if no creatures oppose it, the power is 0.

Mirror Tentacle in Act II

### Traits

Its power is equal to the creature opposing it; if no creatures oppose it, the power is 0.

> I'm... not actually sure what this does.
>
> Leshy

The **Mirror Tentacle** is one of three tentacle cards in Act I and Act II of *Inscryption*. The Mirror Tentacle has a unique property in that its Power stat is equal to the enemy opposing it or 0 if there is none.

During Act I, the Mirror Tentacle's name is not displayed on the card, a trait shared by all three tentacle cards. However, its in-game name can still be gleaned by warming it at a Campfire or by drawing it at a Deck Trial. In Act II, it can only appear as part of the Great Kraken card.

## Strategy

Mirror Tentacle is difficult to use because of how heavily it relies on the Power of the opponent. Depending on what it is positioned opposite of, it can usually outpace cards but is unable to attack directly.

***Good Upgrades***

* Annoying will also increase the power of the card as well as the opposing unit.
* Offensive Sigils such as Airborne and Bifurcated Strike effectively turn the opposing card's Power on your opponent.
* Sigils that passively apply Power buffs, such as Fledgling and Blood Lust, allow the card to be useful without a card opposing it.
* Moving Sigils such as Sprinter and Guardian can spread the card's effect around the board, allowing it to deal with multiple units.

***Situational Upgrades***

* Double Strike can be effective if combined with the right Sigil, but otherwise the benefit of striking a second time is negated if the opposing card is defeated by the first hit.

***Bad Upgrades***

* Brood Parasite negates the purpose of this card.

## Trivia

* The surrounding tentacles on each tentacle card are all consistent across each card image except for the rightmost tentacle on Mirror Tentacle's card image, which is flipped horizontally.
* In the event that two Mirror Tentacles are placed against each other (such as by exploiting The Angler's hook attack, or the Wiseclock) and one of them has its power increased (such as through the Leader sigil), the two cards will keep on rapidly increasing their power until the game crashes.
Amanda

**Amanda** is a GameFuna employee who was sent to retrieve the *Inscryption* disk that Luke Carder found. After their inital encounter, where she somehow obtained his address and got through a locked gate, one of Luke's videos is him late at night hearing someone outside. In the last video, when Luke calls someone to try to take down GameFuna, Amanda is the one who knocks at the door and kills him. She then enters his house, presumably retrieving the disk.

## Quotes

* "I'm 01100001 01101101 01100001 01101110 01100100 01100001"

## Trivia

* "01100001 01101101 01100001 01101110 01100100 01100001" translated to the English alphabet is "Amanda".
* When she kills Luke Carder, her face for a single frame is replaced with Sado's (a character from *The Hex*, another game by Daniel Mullins.) As Sado appeared to enter the real world at the end of *The Hex*, this could indicate that Amanda is either Sado herself or being possessed by Sado.
Mole

* Act I
* Act II
* Act III

Mole

Mole

Mole

> The omnipresent mole. It burrows and emerges to block any landborne attacker.
>
> Leshy

The **Mole** is one of the Beast cards that appears in Act I, Act II, and (briefly) Act III of *Inscryption*.

The Mole's appearance in Act III is solely as an opponent, as it is the first card on the board in the fight against G0lly. Its portrait is a realistic image of a mole, and it is implied that G0lly pulled the image from the web. In Act III, it costs 0 Energy, however this is irrelevant as the player can never obtain the mole.

## Strategies

The Mole is a good defensive card that possesses a great amount of Health for its cheap cost. It works well against large amounts of small-Power cards, like the Opossum and River Snapper, as it moves around to block damage. It is also capable of defending against a few medium-Power cards, like the Coyote and Elk. As a result, it works best at the start of a game.

As the Mole is intended to be used defensively, focus on giving it Health and Sigils that work well with its Burrower Sigil. Sigils such as Sharp Quills, Stinky and Loose Tail can be all effective. If a Mole is given the Fledgling Sigil, it will evolve into the more defensive Mole Man after 1 turn and gain the Mighty Leap Sigil to defend against Airborne cards.
Bleene’s Vessel

*This page refers to the Vessel card from Act III. For the Mox Card from Act II, see; Bleene's Mox*

**Bleene's Vessel** is a Technology card that appears in Act III of *Inscryption*. Despite sharing a naming scheme with the Empty Vessels, Bleene's Vessel does not benefit from upgrades to the Empty Vessels.

## Strategy

As with both Orlu's and Goranj's Vessels, Bleene's Vessel is highly useful due to its ability to buff multiple aspects of other Gemmed Cards on the board at the same time. The Mox provided by Bleene's Vessel allows for a more defensive playstyle by decreasing card cost and increasing **Health**. Combine with cards that work well defensively, such as Bolthound or L33pB0t, to get the most out of the buffs. As Bleene's vessel itself is a Gemmed Card, it grants *itself* this health increase, causing the card to functionally have 3 **Health**. It also saves 1 Energy when played, effectively converting it into a bulkier L33pB0t.

If using Bleene's Vessel by itself, be sure sure to consider which Sigils would work well and do not compromise the **Health** buff. Most upgrades work well, but here are some to watch out for:

***Good Upgrades***

* Unkillable returns the card whenever it is defeated.
* Sharp Quills benefits from the cards innate high **Health**.
* Vessel Printer draws additional Vessels for free that can be used to either offset or further buff cards.
* Battery Bearer grants back the Energy spent, effectively making Orlu's vessel a 0 cost card.

***Situational Upgrades***

* Defensive Sigils such as Mighty Leap and Burrower benefit from the cards extra **Health**, but this should only be used if there are no other Gemmed cards in your deck.

***Bad Upgrades***

* Overclocking runs the risk of losing the card when it is defeated.
* Offensive Sigils such as Touch of Death and Bifurcated Strike serve little use.

## Trivia

* Bleene is a portmanteau of the words Blue and Green, in reference to the types of Mox this card provides.
Frank & Stein

* Act II
* Finale I

Frank & Stein (Act II)

Frank & Stein (Finale I)

**Frank & Stein** is an Undead card that appears in Act II and Finale I of *Inscryption*.

## Strategy

Frank & Stein is one of the more easily accessible Undead cards in Act II and Finale early on, making it useful for dealing good amounts of damage. However, its high bone cost means it its more of a mid-game or late-game card. It can be effective in bone-centric decks as a decently powerful card.

It can also be a good idea to add it to a deck that doesn't use many bones, as this can make it easier to play since the player can save up their bones. It should be noted that cheaper units such as Zombie or Revenant (or, in Magickal decks, Skelemagus) can sometimes be better for this purpose, however.

Frank & Stein is the Undead equivalent of Steambot

## Trivia

* The design and name of Frank & Stein are a parody of Frankenstein's monster.
* The name could be inspired by the winner of Ludum Dare 34: Frank & Stein. In fact, the original Sacrifices Must Be Made was an entry for Ludum Dare 43.
Clover

An image of the clover during Act I

The **Clover** is a Non-consumable Item that can be used in Act I and Act II of Inscryption, as well as Kaycee's Mod.

In Act I, it is obtained by completing the first painting puzzle. When brought to the table, Leshy will remark that the player must not like the cards he gives them; From then on, it can be used at various events to generate a new set of three cards to choose from.

* At a standard Card Choice node or a Deathcard Choice node, the clover will draw three new cards to choose from.
* At a Cost Choice or a Tribe Choice node, the clover must be used before selecting a cost or a tribe. It will generate a new set of costs or tribes to choose from, but the player still cannot see what creature they will get from each card; Selecting a cost or a tribe will remove the clover, and the player will be forced to take the card they turned over.
* The clover cannot be used during a Deck Trial, neither to choose a new set of trials nor to draw new inhabited creatures after a successful trial.

In Act II, the player can pick up the clover from the docks west of Leshy's woods. After collecting it, it appears at the start of a battle to the left of the player's hand, and may be used to redraw the opening hand if needed. Playing any card will remove it, and it may only be used once per battle.

In Kaycee's Mod, the clover is unlocked by default, and behaves identically to its appearance in Act I. However, the Cloverless Challenge Skull will remove it from the run, similar to its absence before it is unlocked from the painting. The first time that a Choice node is reached while this challenge is selected, Leshy will remark on its absence, wondering where he misplaced it.

## Trivia

* A four leaf clover is considered good luck.
* In console versions of the game in Act II if you play a card then quickly press the button corresponding to the symbol on the clover it will redraw you starting cards despite already playing a card.
Bloodhound

* Act I
* Act II

Bloodhound

Bloodhound (Act II)

> The dauntless bloodhound. It leaps to oppose new creatures when they are played.
>
> Leshy

The **Bloodhound** is a Beast card that appears in Act I and Act II of *Inscryption*.

## Variants

The Bolthound is a Technology variant of the Bloodhound that appears in Act II and Act III.

The Bonehound as an Undead variant of the Bloodhound that appears in Act II and the first part of the Finale.

## Strategy

All variants of the Bloodhound are mostly defensive cards. Whenever the opponent plays a card, they will change lanes to block the incoming attack. They cannot move if something is already opposing the card played. This can make them difficult to use, especially if they move to oppose a card that is capable of defeating them. They are also difficult to play, most of the time, due to their high costs.

With the Bloodhound in Act I, increasing its Health is a recommendation so that it can fight back. Giving it Sigils such as Mighty Leap or Sharp Quills can enhance its defensive properties even further. The Waterborne sigil allows it to retaliate without being damaged, but as it negates the intended purpose of the Guardian Sigil, use this strategy carefully.

## Trivia

* The Bloodhound is the only card from Act I to flip its picture in Act II.
Energy

**Energy** is a Currency that can be exchanged for Creatures that cost Energy. Creatures that cost energy are usually robotic in nature.

## Recharging

Unlike Blood, Bones, and Mox, Energy is a Currency that automatically recharges. At the start of your turn, your Energy is replenished, and your maximum Energy is increased by 1 unless you are at the maximum of 6 energy.

Cards bearing the Battery Bearer Sigil will increase your current Energy and maximum Energy each by 1 when played, effectively reducing the amount of turns you need to achieve the a maximum of 6 Energy. If you already have a maximum of 6 Energy it will increase only your current Energy. If that is also at 6, then the sigil has no effect, even if the card it is on costs energy (the sigil's effect is calculated before the cost is deducted).

Cards bearing the Energy Conduit Sigil (the only such card being Energy Conduit) will keep your Energy at the current maximum, even when Energy is spent.
Master Goranj

**Master Goranj** is a Rare Magick card in Act II of *Inscryption*.

## Strategy

**Master Goranj** is a very powerful card, almost matching the stats of the Grizzly card. However, even though the Health stat seems very high, Master Goranj actually has a glaring weakness : it's Gem Dependant Sigil. It makes this unit constantly rely on the presence of a **Mox Card** on the board, which in turn makes this card impractical to play. But if you manage to keep a Mox Card on the board, Master Goranj remains very useful.

The best way to rapidly play this expensive card is to have a Goranj's Mox on the board, since it activates both the Green and Orange Mox needed to play Master Goranj.

## Trivia

* Goranj is a portmanteau of the words Green and Orange, in reference to the types of Mox this card requires.
Dam Builder

Dam Builder, as seen in Act I.

> When a card bearing this sigil is played, a Dam is created on each empty adjacent space. A **Dam** is defined as: 0 Power, 2 Health.
>
> Rule Book

**Dam Builder** is a sigil which causes a card to create Dam cards on the spaces to the left and right of the card when it is played. If an adjacent space is occupied by a card, then a **Dam** is not created there. Dams adopt any other sigils from the card that spawned them, potentially being extremely powerful because of this.

## Strategy

On its own, Dam Builder is a defensive sigil that creates two extra units to help prevent damage. The Dams themselves are relatively frail, usually only able to protect against one attack. Also, as they are Terrain cards, they cannot be sacrificed, so use them with the purpose of blocking an attack. This makes the un-upgraded Beaver situational in its effectiveness due to its cost and lack of other abilities or significant stats. It synergises well with bone cost cards, keeping you alive while providing extra bodies that give more bones upon death.

***Good Upgrades***

* Sigils that depend on being damaged such as Bees Within and Sharp Quills can have their effects multiplied.
* Fledgling will buff the Power and Health of the cards if they survive, and turn the dams in **God Dams**.
* Burrower will ensure that several attacks are blocked, even if a card perishes.
* Bone King can be used to generate a large amount of Bones when the cards perish.
* Unkillable returns the Dams to your hand, which can then be played for free as blocking units.
* Leader allows the Dams to fight back, while also buffing the Power of the Beaver for as long as the Dams are in play.
* Stinky reduces the Power of multiple opposing cards at once.
* Mighty Leap can stop 3 Airborne units at once.
* Worthy Sacrifice allows the Dams to be used as sacrifices, allowing any high cost card to be played immediately.
* Kraken Waterborne makes 3 random tentacle cards.
* Bone Digger Allows for 3 bones each turn.

***Situational Upgrades***

* Brood Parasite can block two more lanes that can never be used unless cards with Hefty or Rampager move them.

***Bad Upgrades***

* Campfire buffs only benefit the Card and not the Dams.
* Moving Sigils such as Sprinter and Hefty can be difficult to manage when on multiple cards.
* Many Lives is worthless on terrain cards.
* Waterborne stops the Dams from blocking, negating their default purpose.
* Airborne doesn't help Dams with 0 Power.
Child 13

* Dormant
* Awakened
* Hungry Child

Child 13

Awakened Child 13

Hungry Child

> Poor abandoned child. It does not die when sacrificed... but do you have the heart to try?
>
> Leshy

**Child 13** is a Rare Beast card in Act I of *Inscryption*. When sacrificed, it switches between its Awakened and Dormant form, starting by default in the Dormant form. It is a better version of the Cat.

## Hungry Child

After being sacrificed 13 times, Child 13 becomes the **Hungry Child**, a card featured in the precursor to *Inscryption*, *Sacrifices Must Be Made*. It serves no gameplay purpose beyond being an easter egg, as sacrificing this card 13 times is very hard to pull off without intentional setup.

## Strategy

While initially starting off as a defenseless support card, Child 13 becomes quite a powerful attacker for its cost when Awakened. It's important to sacrifice it at the correct times to try to keep it in this state, as it will go back to being no better than a Cat when Dormant.

### Good Upgrades

* Buffs at the Campfire benefit it, especially Health.
* Ant Spawner and Hoarder will allow for a 1 Blood card to be obtained or drawn, giving the player the means to Awaken it.
* Bifurcated and Trifurcated Strike double and triple its damage output when Awakened.
* Defensive Sigils such as Armored, Brood Parasite, Loose Tail, Stinky and Waterborne can protect it.
* Fecundity can allow filling your side of the board with Child 13s, potentially dealing up to 6 direct damage with an empty board.
	+ In Kaycee's Mod this only works once, however it remains useful, being able to Awaken one copy while setting up a Dormant copy for your next sacrifice.
* Morsel provides a lot of value when Child 13 is Awakened.
* Rabbit Hole will allow a two Blood card to be played, or allow the Rabbit to be used as a sacrifice and keep Child 13 Awakened.
* Worthy Sacrifice will allow more expensive cards to be played by sacrificing it.

### Bad Upgrades

* Fusing this card at The Mycologists will only add 1 Health, which is not worth the loss of the second copy.
* Airborne is redundant.
* Bees Within and Sharp Quills provide little value due to Child 13's frailty.
* Blood Lust and Touch of Death are mostly useless, as by default this card only attacks with Airborne.
* Burrower, Guardian, and Mighty Leap will directly kill it.

## Trivia

* This card is based off of the legend of the Jersey Devil, the cursed and monstrous 13th child of a woman known only as Mother Leeds.
* After evolving with the Fledgling Sigil, its name changes to Child 14. Child 14

## References

1. ↑ Child 13 is referred to as "jerseydevil" in the files.
Alarm Bot

The **Alarm Bot** is one of the Technology cards from Act III of *Inscryption*.

## Strategy

The Alarm Bot is an offensive unit with a major downside in that any card placed opposite it will be given an additional 1 **Power**. As the Alarm Bot on its own only has 1 **Health**, this usually means that it will perish as soon as anything is placed in front of it. The key to using this card is being able to circumvent the handicap.

***Good Upgrades***

* Applying a temporary Sigil such as Nano Armor or Detonator can have useful benefits.
* Offensive Sigils such as Touch of Death or Sentry can defeat opponents before they can attack back.
* Sprinter moves the card around and can prevent buffing opposing cards.
* Transformer can temporarily negate the **Power** boost for one turn.

***Situational Upgrades***

* Defensive Sigils such as Burrower or Guardian place the card in the line of fire. This is only helpful if you plan to benefit from this card's perishing.
* Overclocking buffs the card's **Power**, but removes it from your deck permanently when it perishes.
M!rror r0rriM

**M!rror r0rriM** is a special behavior which causes a card's attack stat to copy the Power of a card opposite to it. The Mirror Tentacle is the only card to possess this trait.

The phrase M!rror r0rriM can be seen on a post-it note stuck to Luke Carder's computer on the 3rd KamWerks video recorded on 10/16.
Gravedigger

* Act II
* Act II Sporedigger
* Finale I

Act II

Act II after being combined by The Mycologists

Finale I

**Gravedigger** is an Undead card in Act II and Finale I of *Inscryption*.

### Sporedigger

**Sporedigger** is an Undead card in Act II of *Inscryption*. It has the Bone Digger Sigil twice.

Sporedigger can only be obtained by giving the Mycologists two copies of Gravedigger.

## Strategy

### Gravedigger

The Gravedigger is a cornerstone support card of any Bone deck in the game. While they can be used as cheap blockers, their primary use is to generate passively Bones each turn. As a result, having multiple of them in play at once can allow them to multiple their effect and boost production.

### Sporedigger

The Sporedigger is a direct upgrade to the standard Gravedigger to the point that you can afford to have one less Gravedigger both in your deck and in play. Sporedigger synergizes well in any deck with either Bone Heap or Gourmage, since their shared ability Enlarge costs 2 Bones to activate. Furthermore, neither card costs Bones to play, meaning that they can be played and then instantly powered up.

## Trivia

* Gravedigger is available in the physical card pack available on the Devolver Digital store page.
Rabbit

* Act I
* Act II

The Rabbit in Act I

The Rabbit in Act II

*This page is about the Beast card. For the Rabbit Pelt card, see Pelt.*

The **Rabbit** is a Beast card that appears in Act I and Act II of *Inscryption*. Rabbits are not permanent additions to the players deck, and are instead gained when a card with the Rabbit Hole Sigil is played. This is most often accomplished with the Warren card, which is the only card that starts with the Rabbit Hole sigil by default. In Magnificus's Tower in Act II, you can find one Rabbit on the 3rd floor within a chest.

A Rabbit appears as part of the No Cost Starter Deck in Kaycee's Mod, and is the only way to have a Rabbit be a part of your deck but it can be gain by the Mycologist or Goobert.

## Strategy

The Rabbit serves a similar function to the Squirrel card, mainly used to be sacrificed for Blood. The Rabbit may also be useful as cheap fodder to block damage.

## Trivia

* The Rabbit also appears in *Sacrifices Must Be Made*, the game-jam precursor to *Inscryption*, where it serves an identical purpose.
* Although the Rabbit is considered part of the Beast deck during deck building, it doesn't show up when viewing the full card collection in Magnificus' Tower.

## Gallery

The Rabbit in Act IThe Rabbit in Act IIThe Rabbit's appearance in Sacrifices Must Be Made
Barry Wilkinson

Barry Reginald Wilkinson is a significant character in the lore of *Inscryption,* despite never appearing in-person in the game.

## Ingame

* In Act 1, the player may encounter a pre-existing deathcard with the name and vague appearance of Barry bearing the name 'Reginald'.
* In Act 3, providing The Trader with a holo-pelt and selecting The Fool tarot card will grant the player the following dialogue: *"Known to some as Big Ear. He did not outlive his plot. One disk among many, the OLD\_DATA travelled across the sea. Discovered, poor Barry was put to the gun."*

## Gallery

Barry's Department of Defense ID cardThe 'Reginald' Deathcard
Glitched card

Glitched card

> 01100100 01100101 01100101 01110000 01100010 01100101 01101110 01100101 01100001 01110100 01101000
>
> Leshy

The **Glitched Card** is a card with the "Random Card" Trait. While not in your hand or on the board the entire card image appears to be static. Upon drawing this card, it is temporarily replaced with a random card available from card choice nodes until the end of battle. You cannot add sigils to it, nor upgrade it through a Campfire.

## Trivia

* Prior to an update, when the Glitched Card was obtained from a Deck Trial, it would be revealed the card's name was ' ', or simply a blank space. However, following an update, the Gitched Card cannot be obtained from the Deck Trial.
* The description, when translated (from unicode basic latin to its corresponding glyph), is "deepbeneath", (0x64 = 'd', 0x65 = 'e', ...) a possible reference to the OLD\_DATA/Karnoffel code 'deep beneath' the game.
* A similar glitched card, retrieved by The Dredger and implied by The Angler to be a fragment of the OLD\_DATA, is used by P03 in order to gain control of the game at the end of Act II. This means that this card was perhaps used by Leshy to gain control of the game prior to the beginning of Act I.
* There exists an unused version of this card intended for Act III which could transform into other unobtainable cards

## References

1. ↑ https://www.youtube.com/watch?v=zsGmYaVc9hU&t=892s Note: Markiplier mistakes the card's name for "The Inhabited", however "The Inhabited [Creature]" is simply part of the normal text for this event, revealing that the Glitched Cards 'name' is an empty space.
Bonehorn

Bonehorn, as seen in Act II.

> Activate: Pay 1 Energy to gain 3 Bones.
>
> Rule Book

**Bonehorn** is a sigil that, when activated for 1 Energy, immediately grants the player 3 Bones.

## Strategy

This sigil can be used in combination with the Energy Conduit to gain infinite bones, which can be used for various purposes, including gaining the Devil's play achievement (deal 666 damage in one turn) by utilizing the Enlarge sigil and upgrading the Bone Heap or Gourmage. This sigil can also be used if one is not utilizing the free Energy by not using Technology cards, and can instead use this mechanic to help with an undead deck.
Inspector

The **Inspector** is a Technology card in Act II of *Inscryption*. The Inspector cannot be obtained by the player, only appearing in the battle against P03.

## Strategy

The Inspector can be used along with another conduit card to form a completed circuit when it moves onto your side of the board.

## Trivia

* This card is the character of the same name.
Brood Parasite

Brood Parasite

> That poor chick never had a chance...
>
> Leshy

**Brood Parasite** is a Sigil added in Kaycee's Mod of Inscryption. When a card bearing the Brood Parasite sigil is played, a Broken Egg or Raven Egg card is created on the opposing space on the board (if that space is unoccupied). There is a 10% chance of a Raven Egg being spawned instead of a Broken Egg.

## Strategy

> When a card bearing this Sigil is played, an Egg is created on the opposing space.
>
> Rule Book

### In Battle

Brood Parasite is a field control Sigil and should be used as such. Since the egg cannot be summoned if the opposing space is occupied with an enemy creature, the egg is most useful for blocking incoming enemies from entering the field. This lets you deal with hard-to-kill enemies easily. For example, if the enemy is about to play a Mole Man, you could play a card bearing this Sigil opposing it, preventing the Mole Man from being played and allowing you to deal more damage that would've been blocked otherwise. Additionally, the egg can be used to completely control one lane during combat and protect an important card in your deck.

### Deckbuilding

This card synergises well with the Airborne sigil as it allows the egg to stay alive and block incoming enemies, while the card itself continues to deal damage to the opponent directly. As Brood Parasite naturally comes on Cuckoo, which already has Airborne, this means that almost any card can take the combination of Sigils and be instantly effective. Brood Parasite also works well with Bifurcated Strike, which attacks around the card in front, therefore not damaging it and allowing you maintain control of the field.

Sigils that depend on the card being struck to achieve their effect, such as Loose Tail or Sharp Quills, are almost useless when paired with Brood Parasite, except in the rare situations where the egg is defeated or when either the card bearing Brood Parasite or the egg or moved out of the way. Given the incredibly rare probability of this circumstance arising, it is best to steer away from these Sigils.

An alternative strategy can be to use a low cost or 0 Power card to spawn the egg, allowing you to use the card played as a viable sacrifice at a later time.

### Caution

> The egg survived the fall... How curious.
>
> Leshy

While the chance is small, it is possible for a Raven Egg to spawn instead of a Broken Egg. If this happens, action should be taken immediately to get rid of it, as it will evolve into a Raven at the start of the opponent's turn if not removed. Use an item or replace the Brood Parasite card with something that deals a lot of damage, or is possible deal the finishing blow then and there.
Gem Animator

Gem Animator's appearance in the Finale

> Mox cards on the owner's side of the board gain 1 Power.
>
> Rule Book

Gem Animator is a Sigil present in Act II and the Finale of Inscryption. It appears solely on the Orange Mage. While a card bearing this sigil is on the game board, all  Mox Cards on the game board gain 1 attack power.

## Strategy

Since the Orange Mage requires at least a Ruby Mox to play in the first place, this sigil is never likely to be completely wasted. Highly useful for allowing Mox Cards to defend themselves.

## Gallery

Gem Animator in the FinaleGem Animator in Act II
Dead Hand

Dead Hand

**Dead Hand** is a Rare Undead card in Act II of *Inscryption*.

## Strategy

Dead Hand can be used to reroll your hand, making it valuable for aggressive decks that quickly run out of cards and decks that rely on having a certain combo to win.

## Trivia

* A "dead hand" can refer to a situation where no cards in your hand are playable, making it effectively dead until additional cards are drawn.
	+ "Dead Hand" is also the name of the Russian nuclear launch system, dating back to 1985.
* Dead Hand may be a reference to a happening in the precursor to *Inscryption*, *Sacrifices Must Be Made*. During the final battle, the player is given the opportunity to cut off their hand if they're losing. This evens out the scales at the cost of both their physical and card hand, leaving them unable to do anything but ring the bell for the remainder of the battle.
	+ The card is also a possible reference to *Evil Dead*, where the main character, Ash Williams cuts off his arm.
Leaping Trap

Leaping Trap

**Leaping Trap** is a card seen in the Trapper/Trader boss fight. It is spawned when a Strange Frog perishes.

With the Steel Trap sigil, any time a Leaping Trap is destroyed, it will cause the card opposing it to perish instantly. Cards killed this way will create a Wolf Pelt in the player's hand.
Extra Battery

> Replenishes Energy up to the current maximum. It's alright.
>
> Rule Book

> That will recharge your energy one turn. Pretty good.
>
> P03

The **Extra Battery** is an Item in Act III of Inscryption. When used, it will refill your Energy to its current maximum.

The Extra Battery can be found alongside the tutorial path on the way to Central Botopia. Only one can be obtained, and if used a replacement copy will be given at a Waypoint.

## Strategy

The Extra Battery is generally useful in any situation you need to play more cards. Don't be afraid to use this item when needed instead of waiting longer to get more "value" out of its effect.
Hrokkall

Hrokkall (Act II)

**Hrokkall** is a Rare Beast card in Act II of *Inscryption*.

## Strategy

Since Hrokkall bears the Waterborne Sigil, it is incredibly hard to hit, but also provides no defensive capability. The Battery Bearer Sigil allows Hrokkall to advance the progression of the energy bar by one turn, potentially making it a useful addition to a Technology Deck, despite being a beast card. The Hrokkall is one of 3 cards which contribute to other cost mechanics (not counting Bones) with the others being Pharaoh's Pets and Bone Lord's Horn. It is comparable to the River Otter in Act I, the only difference being that it has the Battery Bearer sigil.

## Trivia

* The Hrökkáll is a mythological eel creature from Icelandic folklore, which is the namesake of a species of electric eel.

1. ↑ https://abookofcreatures.com/2015/08/12/hrokkall/
Bone Lord's Horn

Bone Lord's Horn (Act II)

The **Bone Lord's Horn** is a special card in Act II of *Inscryption.* This card is only obtainable by talking to the Bone Lord underneath Grimora's Crypt.

## Obtaining the card

To obtain this card, the player must first get an Ancient Obol. The player can then interact with the sarcophagus and go down the stairs in Grimora's Crypt to enter a secret area. By speaking to the Bone Lord twice, the player receives multiple items, including this card.

## Strategy

The Bone Lord's Horn is extremely powerful, allowing the player to play high cost cards such as Mummy Lord or Headless Horseman with ease, or power up cards with the Enlarge sigil to absurd amounts. The only downside to this is that only one copy can be attained, so if a deck is built around the ease of bones provided by the card, the deck can fail.

A good strategy to ensure that this will not be the case is to farm Foils at the Training Dummy using the Bone Lord's Horn and a card with the Enlarge sigil, then use those foils to attain many Sporediggers. This provides a backup plan for quick bone generation in case the Bone Lord's Horn is not drawn in the first few turns.
Amoebot

The Amoebot is a tech-card in Act III of Inscryption. It is functionally Act III's equivalent of the Amoeba from Act I.

## Strategy

While it does not have bad stats for its cost and can even be seen as a better Automaton, Amoebot does rely on getting a good Sigil from Amorphous more than its organic counterpart. In the event Amoebot provides something undesirable, it can simply be used as a cheap damage dealer or blocker.

If possible, apply the Unkillable Sigil so that Amoebot can return to your hand and generate a different Sigil, increasing its usability and function considerably.
Broken Bot

Broken Bot

**Broken Bot** is a terrain card found in Act III of *Inscryption*. This card cannot be obtained by the player, and can only spawn naturally during the start of certain battles.

## Strategy

Unlike many terrain cards, the Broken bot has an offensive Sigil with Detonator. As a result, destroying it is considered dangerous and risky, due to it being capable of destroying your cards - especially if it is on your side of the board. However, if it is on the opposing side of the board, it can be used to quickly destroy powerful cards such a Bounty Hunters which could otherwise cause you to lose the game.

Ideal ways to counter Broken Bots is with a card bearing the Nano Armor Sigil, as they will attack the card, destroy it and trigger the Sigil, surviving through the aide of its Nano Armor. Alternatively, they can be destroyed indirectly by using a card with the Bifurcated Strike or Sniper Sigils.
Amalgam (Act II)

An amalgam made from a L33pB0t, Automaton and 49er

> You won't be needing those. I have something better.
>
> Leshy

*This page refers to the compound card from Act II. For the beast card from Act I, see Amalgam.*

The **Amalgam** is a compound card created at the beginning of the second phase of Leshy's bossfight in Act II. The default cards used to create Leshy's amalgam are Cat (cost), Skeleton (stats; power & health) and Squirrel (sigils). During the first phase of Leshy's fight, the properties of the players cards will be recorded as they perish, replacing the default cards. The first dead card has its cost recorded, the second its stats, and the third its sigils. At the beginning of his second phase, Leshy will replace the player's entire hand with Amalgam cards bearing those recorded properties.

Amalgams cannot be taken as permanent additions to the player's deck, and do not appear in the Collected Cards catalogue.

## Strategy

Amalgams can be made immensely powerful by killing off cards in strategic order during the first phase of the fight. If the first card to die is low-cost or free, the Amalgams will be much easier to play in the second phase. From there, the next two cards having good stats and good sigils respectively will result in an immensely powerful starting hand to finish off the fight.

Default Amalgam (Squirrel+Cat, with Skeleton statline)
Finical Hatchling

Finical Hatchling

> A card bearing this Sigil hatches when drawn if the numbers 1 to 5 are represented in the Health of creatures in your deck, and in their Power, and if there is a creature of each tribe in your deck.
>
> Rule Book

**Finical Hatchling** is a Sigil that transforms a card into a Hydra when the player's deck meets certain criteria. This applies to any card that it is on, and not just the original.

## Strategy

### In Battle

By itself, this Sigil does nothing until the conditions are met. Once they are attained, any card bearing this Sigil will transform into the powerful Hydra card, which will attack 5 times across three lanes. See this page for how to use this card.

### Deckbuilding

To get the benefits of this Sigil, the player is required to obtain a card for every **Power** between 1 and 5, a card for every **Health** between 1 and 5, and once card for every tribe. Multiple required attributes can be on the same card, including the card Finical Hatchling is on. As a result, this is a very difficult Sigil to work with and can end up creating a deck with almost no consistency.

Amalgam is a great card to unlocking this Sigils effect, as it counts as one of every tribe and has 3 **Power** and 3 **Health**. The card is rare, however, so it can only be obtained from limited sources, including as a boss reward. If this is not a possible option - i.e. you have the 'No Boss Rewards' challenge enabled - you can still obtain it by trading a Golden Pelt with The Trader or by chasing totem pieces at The Woodcarver's event until you reach the limit.

Acquiring a card with 5 **Power** is difficult, as there is no card that bears that number naturally. The best option therefore is to find a card with 4 **Power**, such as a Grizzly or Great White, and increase it once at a Campfire event when **Power** is offered. The Campfire event in general can be a great way to quickly diversify your cards' stat attributes until you have the values you need.

Once Finical Hatchling is active, it may be a good idea to move the Sigil onto high cost cards, as they will transform into the much cheaper and easier to play Hydra.
Factory Conduit

Factory Conduit (Act II)

**Factory Conduit** is a Technology card in Act II of *Inscryption*. It spawns L33pB0ts in every empty space once it is in a complete circuit.

## Strategy

Factory Conduit can be useful when cards, especially Airborne cards, are about to be played in the middle lanes, allowing the player to stall until a good offensive counter is available. It can be useful in Beast decks, as it provides free sacrifices, but it is important to remember that the Factory Conduit is effectively useless without another conduit. It also pairs well with Buff Conduit, making the L33pB0ts effectively free Bullfrogs.
Edaxio Sigils

The sigil's appearance in the rule book of Finale II.

The sigil's appearance in the rule book of Finale II.

The sigil's appearance in the rule book of Finale II.

The sigil's appearance in the rule book of Finale II.

> Edaxio is summoned if you control creatures bearing the sigils of Head, Arms, Legs and Torso of Edaxio.
>
> Rule Book

The **Edaxio Sigils** sigils are written in the rulebook to add flavor to the Finale of the game, to give the illusion of a fully fleshed out experience which was just not accessible to the player.

Edaxio is an anagram of Exodia from *Yu-Gi-Oh!* and works similarly, requiring multiple cards to summon it, except in the case of *Yu-Gi-Oh!* it requires 5 cards. It was probably decreased to 4 in Inscryption as there is not way to control 5 cards at a time (except in Act III). In *Yu-Gi-Oh!*, summoning Exodia instantly wins you the game.

1. ↑ https://en.wikipedia.org/wiki/Yu-Gi-Oh!
Gold Nugget

Gold Nugget

The **Gold Nugget** is a Terrain card that appears in Act I of *Inscryption*.

Gold Nuggets only appear during the fight with The Prospector, and the fight with Leshy when he wears the mask of the Prospector, both cases turning all of your cards into Gold Nuggets.

## Strategy

Gold Nuggets cannot be played, and thus the strategy is more how to play around these cards then how to play them. It's advised to not place your most powerful cards, or a lot of cards when the Prospector/Leshy is ready to strike. Leaving at least 2 spaces empty should leave you in a good spot to play more cards after your cards become gold.

If you have a card with the Corpse Eater Sigil in your hand, it will be played instead of a Gold Nugget when a card is destroyed. If you have several cards with this Sigil, or one with both Corpse Eater and Fecundity, this normally devastating situation is far more manageable. Alternatively, if you have a card with the Leader Sigil, you can grant the Gold Nuggets **Power** to deal damage.

## Trivia

* While difficult, it is possible to obtain a Gold Nugget in your hand during the final battle against Leshy. After turning your cards into Gold Nuggets, allow Leshy to use The Angler's mechanic to hook a Gold Nugget onto his side of the board. When The Trader gives you a Wolf Pelt, exchange it for one of the Gold Nuggets. This has no actual purpose, however, as the Gold Nugget is identical to the Wolf Pelt.
	+ It is also possible to use this same technique to obtain a Stump or Grand Fir during the second phase.
Bottled Cards

* Squirrel
* Black Goat
* Frozen Opossum
* Boulder

Squirrel

### Description

A squirrel is created in your hand. A squirrel is defined as: 0 Power, 1 Health.

Black Goat

### Description

A black goat is created in your hand. A black goat is defined as: 0 Power, 1 Health, Worthy Sacrifice.

Frozen Opossum

### Description

A frozen opossum is created in your hand. A frozen opossum is defined as: 0 Power, 5 Health, Frozen Away.

Boulder

### Description

A boulder is created in your hand. A boulder is defined as: 0 Power, 5 Health.

**Bottled cards** are a group of consumable items that create the respective card in the player's hand when used.

These cards are not kept after the battle ends, so it is best to use these when the card inside would be of use.

## Strategy

These items can be very useful if used correctly, primarily acting as damage blockers or sacrifices.

* The *Squirrel in a Bottle* can provide a free sacrifice to allow you to play a more expensive card quicker.
* The *Black Goat in a Bottle* can be very useful to aid in playing expensive cards such as a Grizzly, but requires a sacrifice to be played.
* The *Boulder in a Bottle* can serve as a damage blocker to stall for time to draw more cards, or prevent damage so that you can win.
	+ In Kaycee's Mod, the Boulder has the Made of Stone Sigil, rendering it immune to the effects of the Touch of Death and Stinky Sigils, allowing to oppose creatures such as Adders.
* The *Frozen Opossum in a Bottle* is almost identical to the boulder, with the added bonus that it spawns a free Opossum in its place upon perishing. This can be used to deal a small amount of damage (for example, allowing you to kill a Coyote that was attacking), or can be used as a sacrifice if you deem it necessary.
Hawk

* Act II
* In-Universe

Hawk (Act II)

Hawk (In-Universe)

**Hawk** is a Beast card that appears in Act II of *Inscryption*.

## Strategy

The Hawk's high Power and Airborne Sigil makes it a more powerful Raven, at the expense of having less Health.

## Trivia

* The Hawk also appears in Sacrifices Must Be Made, the game-jam precursor to *Inscryption*, where it has 2 Power and 2 Health instead of 3 Power and 1 Health.

Hawk in sacrifices must be made
Broken Obol

* Left
* Right

The left Broken Obol

The Right Broken Obol

The **Broken Obols** are a set of two Undead Cards in Act II of *Inscryption*. The two Obols differ in their sigils, with the left Obol bearing the Sharp Quills Sigil while the right Obol bears the Bone King Sigil.

## Strategy

Both Obols are best used to block damage due to their lack of attack power. Due to the right Obol bearing the Bone King sigil, it refunds the cost of its placement when killed and generates a net profit of one bone.

## Secret

If both obols are played side-by-side on the game board, with the left obol half on the left and the right obol half on the right, the portraits from both cards will reform into a completed obol before dropping off screen. After this has occurred, the two broken obol cards in the player's deck used to achieve this are left permanently without portraits (though this has no gameplay effect).

Once the repaired Obol has been obtained, it may be given to the Bone Lord in the basement of Grimora's Crypt to gain access to a secret area.

## Trivia

* An Obol is a type of ancient Greek coin.
	+ Additionally, in Greek Mythology and funerary customs, it was believed that a deceased persons soul would be unable to cross the River Styx unless they possessed an Obol with which to pay Charon, the ferryman of the dead. As such it was tradition to place an Obol into the mouth of the deceased before burial or entombment.
* An Obol is also seen in Daniel Mullins' other game, *The Hex*, where it was labelled as 'Strange coin' in the Secrets of Legendaria section. It is then labeled "Lucky Penny" in the Waste World section were "If Rust would take lethal damage, instead he survives with 1 health." but could be taken to Louey where he will open the gate leading to a Pony Island texture pack. It can be also found in phase 2 of another one of his games, Pony Island, where it is labelled the same. Both coins are used to go on a ride in Charon's ferry, seemingly suggesting a connection between the Bone Lord and Charon. In the trailer for Pony Island 2 Panda Circus a sign shows that a fish can be traded for an Obol and on the Steam store page one of the images shows that the Obol can be trade for rice.

1. ↑ https://en.wikipedia.org/wiki/Charon
Boon of the Bone Lord

The **Boon of the Bone Lord** is a Boon given to the player during Leshy's Trials, or during the Bone Lord event if given a Black Goat in Act I of Inscryption. This boon gives the player 8 Bones at the start of all battles. This helps to easily play any bone card at the start of your turn.

This Boon does not stack and can only be acquired once, no matter how many Black Goats are sacrificed. You can however still get the Minor Boon of the Bone Lord, which works with this Boon. This Boon also cannot be acquired by sacrificing any creature with the Worthy Sacrifice sigil, as it must be a Black Goat.
49er

* Act II
* Act III

49er in Act II

49er in Act III

The **49er** is one of the Technology cards that appears in Act II and Act III of *Inscryption*.

## Strategy

The 49er is a fairly cheap card to play, however it is predominantly pretty weak. As it has the Sprinter Sigil it can deal damage and then move out of the way to survive, though it is susceptible to a Sentry Drone this way. Improving it through Gemification or giving it a powerful Sigil can turn it into an effective early-play unit, though.

## Trivia

* The name of this card and appearance is most likely a reference to Miner Forty-Niner.

## References

1. ↑ https://en.wikipedia.org/wiki/California\_Gold\_Rush#Forty-niners