Summary

  • Inscryption is a unique card game with changing rules and decks, making it challenging to keep up with the best cards for each act.
  • The Cockroach, Strange Larva, and Mantis God are key cards that can greatly improve your deck and help you win battles.
  • Stim Mage, Double Gunner, and Bone Heap are powerful cards for specific deck themes, while Sniper Bot and Ouroboros are valuable cards that can carry you through Act Three.

168澳洲幸运5开奖网:Inscryption is a unique card 🍒game that reinvents itself whenever you advance through the acts. As such, even when you’ve figured out a winning deck that breaks the game, when you move from🤪 one act to another, you’ll have to adjust to new rules, and the loss of all your cards.

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This makes iꦜt tricky to keep up with which card is the best, or how it best improves your build. There are certain cards that can be the cornerstone of any deck, and knowing them beforehand will allow you to beat the game without much issue. Keep in mind that each act is full of surprises, so expect mild spoilers ahead.

10 Cockroach

Inscryption Card Cockroach

While seemingly unimpressive, the cockroach makes up for its small attack and health with a very good ability: 🍸going back to your hand once killed. This makes it a reliable tool for bone-based builds, since you’ll be able to use the blood for other more valuable units, and spend spare bones on this little bug.

Howev♏er, the way it 🍷truly shines is at the altar. In it, you can sacrifice one card to give its abilities to another. There’s plenty of free or low cost cards with good abilities, so imbuing them with the ability to come back is a game changer, no matter your build.

9 Strange Larv൲a

Inscryption Card Strange Larva

Among the 168澳洲幸运5开奖网:many secrets of Act One lies the Strange Larva, a card that’s seemingly incredibly weak. If you want to use it, you’ll need plenty of set up, yet the reward is worth it. The basic idea of the Strange Larva is that 🅘you need to wait two tur🍸ns before seeing its true potential.

Basically, you’d want🅘 to place it either behind trees or ꦬwith a protective set up of your own. After one turn, it will evolve into the Strange Pupa, another card with no attack and three health. If it manages to survive another turn, it’ll turn into Mothman, a card with seven attack and the Airborne quality. Since it can attack over obstacles, it can be a great way to close out battles.

8 �💜� Mantis God

Inscryption Card Mantis God

An excellent card for any deck, Mantis God has the ability to attack not only its front, but the sides as well. Much like the cockroach, you can give this ability to cards with far more attack power, letting you not only kill any creature on the board, but deaꦗl a lot of damage to your opponent.

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You can also give powers to the Mantis God, since its cost is so low. A good one is the poison from the Adder, l♈etting you clear any enemies in one hit. If someone were to play a card as big as The Moon, a single hit from the poison ability would do the trick.

7 Stim Mage

Inscryption Card Stim Mage

Since Inscryption is 168澳洲幸运5开奖网:not a particularly long game, you&rsq🌠uo;ll arrive at Act Two in no time. There, you’ll start seeing other resource mechanics beyond bones and blood. You’ll choose the starting deck from four themes: Magick, bones, blood, and energy. While you might be tempted to stick to blood (since it was used in the majority of Act One), the other three decks tend to be more powerful.

If you go for a Magickal deck, one of the best cards in that theme is the Stim Mage. Since you always have the en💟ergy resource, having a card that benefits from it is always advised. Stim Mage can make use of all your leftover energy, meaning that ᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚyou won’t need additional energy cards to have nothing wasted.

6 𓄧 Doubl💦e Gunner

Inscryption Card Double Gunner

Energy decks are actually a great choice for an Act Two deck, since they're not only powerful, but also good practice for Act Three, where energy reigns supreme. They’re all about playing things on curve, since you gain only one energy per turn, but they add up; you get two energy in turn two, and so on. What characterizes these decks the most is their finisher cards, and the best one among them is Double Gunner.

While it might not seem like a big deal, Double Gunner is a great closer since it attacks twice. The d🦩amage output can skyrocket quickly, and with methods of getting high cost cards out early, you can easily set up a finishing move with upgraded Gunners.

5 Bone Heap

Inscryption Card Bone Heap

Bone based decks revolve around playing set up cards, whose main job is to generate bones. The right build will make it 🅠so it has an overwhelming amount of bones, being limited only by board space when playing their cards.

Considering this, you’d want cards that can do the most with the number of bones at your disposal. Bone Heap can end up being a hulking monstrosity depen♕ding on how many bones you throw at it, and there is no limit of how many you can give it per♔ turn. With a good set up, you’d end up with a mass of bones that’s impossible to kill.

4 L🦹onely Wizbot ♋

Inscryption Card Lonely Wizbot

Act Three of Inscryption is filled with 168澳洲幸运5开奖网:unique bosses an🥃d mechanics. From the abilities that you’ll encounter, one that seems like mostly a hindrance is the Loneꦯly Wizbot. With its constant need of companionship and stimulation, the Wizbot constantly moves towards the most recently played allied card, constantly shifting from optimal play.

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Yet, if you plan around it, it can end up using the board in your favor. As a defensive card, you can move it to block incoming attacks while still preparing your own. However, how it shines is as an offensive card, especially if you upgrade it,💯 since you can co🍒nstantly move it out of danger and let it deal all the damage it can.

3 🍌 Bomb Latcher

Inscryption Card Bomb Latcher

A great crowd clearer, Bomb Latcher has the potential to dismantle entire enemy strategies, but only with the proper set up𓆉. When Bomb Latcher dies, it gives the owner of the card the choice of who gains the Detonator Sigil. Said Sigil makes it so, when the creature dies, it deals ten damage to all creatures surrounding it.

There are many ways to use this combo. Giving it to enemies allows you to kill neighboring creatu♓res with a single attack, but you can also give it to your own units. This makes it so when they attack, they also take damage. T🍒his allows you to circumvent Sigils like Repulsive, or you can activate the Detonator instantly with the Hammer.

2 ♍ ꦆ Sniper Bot

Inscryption Card Sniper Bot

Possibly the biggest card for any build in Act Three, Sniper Bot has a very simple ability: it can attack any unit, no matter the distan♓ce. You’re the one who chooses who Sniper Bot targets, letting you take out priority creatures first or to aid in defeating high health 🐭creatures.

Since it can be upgraded in so many ways, Sniper Bo🎐t will carry you through all of Act Three, especially since it’s one of the starting cards. A great combination is the insta kill poison damage, added to a multi hit ability. Just remember to protect your valuable Sniper and you’ll be set.

1 Ouroboros

Inscryption Card Ouroboros

Ouroboros is the most valuable card in the game mostly d♌ue to its persistence through it. Obtainable in all three acts, Ouroboros gains one point of attack and health each time it dies. This is persistent each time you use♈ it, meaning the buff carries on from battle to battle.

The only real trick of Ouroboros is knowing where 🐓to find him. In Act One, you could get it 🎃as a reward from a boss fight or by giving a Golden Pelt to The Trader. In Act Two, it also involves the trader, in this case he can be found in Leshy’s Cabin. He’ll trade Ouroboros for eight foils. In Act Three, it’s much simpler — just go to the Cuckoo Clock and set the time to 4:00.

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