Inscryption – How Does the Game Get Easier

Guide to Make the Game Easier

All credit goes to cpt.draco!

General Deck Building

Have plenty of low-cost cards, as well as bone-cards. If you get the chance, have a Black Goat in your deck. This will be great for cards like Grizzly, Great White–both 3-cost–or Urayuli–4-cost. Black Goat is also good for quick-summoning a 2-cost card, such as Oroborus. If you can get an Undying sigil (from Cockroach ideally) on Black Goat, then you can over-buff Oroborus by sacrificing one to summon the other over and over–Oroborus gains 1-attack/-health AND returns to your hand after each death.

Alternatively, if you’re using a more bone-heavy deck, should you see the icon for the Bone Lord (on the map it’s a blank card with a large X through it) sacrifice the Black Goat–you’ll get the Major Boon of Bone Lord; starting each battle with 8 bones–perfect to summon bone-cards right away.

Totems! Find what kind of totem works best for you, such as Undying Squirrels for free draws on your main deck.

Campfires

If you have them, play the Ringworm, Adder, or Long Elk cards and buff them until they are consumed; this will kill the survivors, giving you free buffs (up to 5) the rest of the run.

Mycologist

If you have two of the same card (little mushroom that ‘grows’ when you’re getting a new card) the Mycologist will combine them together, adding their attack/health together. EX; two Bullfrogs with 1attack/2health will become one Bullfrog with 2attack/4health–and still be just a one-cost card to play. Sigils will also combine, so if one Bullfrog had Guardian, and the other had Undying, then the ‘experiement’ will have both.

Prospector

Phase 1

Play a low-cost semi-weak card to take out the mule BEFORE starting Phase 2–and don’t fill your side of the board. Have some spare pelts as damage-shields for the coyote, or one with high-defense/low attack. Mole/Moleman with a few buffs will work fine.

Phase 2

Depending where he plays Bloodhound, you should have a damage-shield in-play from the Prospector’s Gold-Rush attack (where he turns all your active cards to gold nuggets). Bloodhound jumps to most recently played card, so beware if you put a weak-card to oppose her. Deal as much damage QUICKLY as you can.

Angler

Phase 1

The Angler starts with a Kingfisher on the board, with a second one ready to join. You can block them (Air-Defense) but can’t attack them, as the dive ‘underwater’ for safety. (I’ve found that the perfect counter for Kingfisher is a card with air-defense and quills, as the Kingfishers will be counter-attacked and destroyed, due to low health.) Alternatively, playing airborne cards can counter-damage to balance from the Kingfishers. Play cards sparingly in prep for Phase 2. When you see the hook icon on your cards, play a pelt/squirrel, so he’ll hook that to his side–play them in front of his Kingfishers to take them out of play.

Phase 2

The Angler will place a bait-bucket against all of your active cards. Do not attack the buckets! Airborne cards are safe, as they strike the opponent directly. Destroyed Bait buckets summon Great Whites; 4 attack/2 health, with Diving sigils, making them nigh impossible to counter-attack. If you have a card in-play that doesn’t deal direct damage, sacrifice them to avoid becoming shark-food.

Trapper/Trader

Phase 1: Trapper

The Trapper starts with two Strange Frogs and a Leaping Trap, with the second lane open. The Strange Frog is identical to Bullfrog (1 attack/2 health, flying-defense), but when defeated will ‘break’ into another Leaping Trap. Play damage-shields (pelts/squirrels) if you must, but take heed; attacking the Leaping Trap will instant-kill whatever card struck it (and give you a Wolf Pelt). A counter to this is to have an Undying-sigil card (Cockroach) trigger the traps to clear them from the board.

Phase 2: Trader

The Trader takes all cards off her side of the board, gives you a Wolf Pelt, then lays out 8 OP cards. You can trade any/all your Wolf Pelts for those cards–but the rest will fight for her. If you have a card that deals high-damage already on the board, pick the opposing cards in your card’s lane, or clear the first row and strike quickly. You can also pick an OP card of hers and summon it with your cards too.

Leshy

Phase 1 + 2

Leshy will cycle through the Prospector, Angler, and Trader abilities, so hitting hard/fast is key. OR have enough damage-sponges in-play. Use the above counter-measures. Leshy plays Mantis, Moleman, and Alamgum cards.

Phase 2

Leshy will play deathcards from fallen challengers (or your own if you’re unlucky) Repeat above advice; hit hard and fast, and counter the mini-boss attacks.

Phase 3

Leshy plays…the moon! Moon as 1 attack/45 health hits all lanes, has air-defense, and will pull squirrels/bees ‘into orbit’ (out of play). Leshy no longer plays anything, does not cycle through his minions, so if you have high defense-card(s), you’ll be fine. Get your heavy-hitters out and go to town. An OP counter for the Moon is to have a card with the Stinky-sigil (Stinkbug/Skunk) in-play, as that will lower Moon’s 1-attack to 0, turning the final battle into a cake-walk.

Egor Opleuha
About Egor Opleuha 7739 Articles
Egor Opleuha, also known as Juzzzie, is the Editor-in-Chief of Gameplay Tips. He is a writer with more than 12 years of experience in writing and editing online content. His favorite game was and still is the third part of the legendary Heroes of Might and Magic saga. He prefers to spend all his free time playing retro games and new indie games.

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