How To Build The Best Deck In Inscryption. Inscryption is the newest horror puzzle phenomenon, blending aspects of old games with slow-burn horror and card games to create a sensation. In addition to observation, patience, and steely nerves (all of which apply to many indie horror games), deckbuilding is a vital skill to have when playing Inscryption.
To continue through most of Inscryption, players will need to be skilled at deckbuilding, as the only way to complete the game is to defeat several bosses through card fights. This is complicated even further by the fact that the card game’s rules vary as the game progresses. Here’s a guide on building the finest decks in Inscryption at each of its chapters to assist players better their game.
Table of Contents
How To Build The Best Deck In Inscryption
Act 1: The Cabin
At first glance, the game’s beginning appears to represent the entirety of its globe. The player battles the enigmatic Leshy in this cabin. Deckbuilding is done in a roguelite style here, with players being able to add new cards to their decks as they travel through randomly generated levels. Beating a boss unlocks three rare cards, while certain secret items, such as the Static Card, have unique, flexible stats.
Obtaining Unkillable Squirrels
Surprisingly, the optimal deck requires little actual deckbuilding and a good dose of luck and problem solving. To begin, use the rulebook’s code to open the safe. The player receives a key to open a closet, and completing the first two riddles unlocks the following two. The final puzzle is the most difficult to solve, but it rewards you with a crucial item for this strategy: the Squirrel Totem Head.
Lose at least twice after unlocking this item. (Most of the bosses in Inscryption won’t let you pass them unless you’ve died a certain number of times.) Leshy adds new elements to the game each time a player loses, including the Woodcarver, whom players must meet. This is where the good fortune comes into play. The Woodcarver alternatively offers bodies and heads for totems; players need to gain the Unkillable Body from her to combine with the Squirrel Head. All of the player’s Squirrels (weak, fodder creatures sacrificed for real monsters) become Unkillable after this is done.
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Use Squirrels To Win
Any Squirrel that dies after becoming Unkillable returns to the player’s hand. This implies they can be deployed as blockers or sacrificed to pay summoning charges as many times as necessary. This severely ruins the game’s difficulty, making all of the cards in the first Act of Inscryption ridiculously trivial to summon. To take advantage of the endless resources and cheap blocks, players should concentrate on high-cost, high-power/life cards and Airborne cards. Roll all over Leshy and his bosses with Urayuli, Grizzly, Great White, and other devastating Deathcards.
Act 2: All The Cards
Mechs, Undead & Beasts
Act 2 gives players the most flexibility in deckbuilding, allowing them to use cards from all four Scrybes. There’s a lot to cover here, but getting to the greatest deck is rather simple. First, go to the start screen and select P03’s initial deck (the Mech deck), which is the second rightmost deck. These mech cards may be summoned without sacrificing other cards on the board or spending bones, which makes them an excellent foundation for the ultimate deck.
First, go to the bottom right corner (Grimora’s mausoleum). To advance, solve the grave marker problem while winning duels and acquiring new Undead cards. Obtain the Tomb Robber card in particular. It’s free to play, and you can spend a bone to add a skeleton to a player’s hand as many times as you want during a turn.
Head to Leshy’s cabin to collect the Beast cards, the Mantis God, and Horkkall after getting a handful of them and beating Grimora. Horkkall enhances energy, allowing mech cards to come out earlier, and Mantis God’s triple strike allows it to punch much over its cost. Field Mice and their Myconid counterpart, Spore Mice, are equally essential. The Spore Mice are also one step closer to discovering Inscryption’s secret finale.
Utilizing The Deck
Mech cards are used in the final deck for quick sacrifices or blockers. Horkkall and Mantis God are summoned early, allowing Tomb Robber to swarm Skeletons indefinitely. Skeletons can also be used as sacrifices to summon Field/Spore Mice. When these Mice are played, they add more of themselves to the player’s hand, allowing the Skeletons and Mice to swarm indefinitely. If a player runs out of foils for these cards, they can farm them from the dummy on the Wizard’s Tower’s second floor.
Act 3: Botopia
Botopia is the final Act, and it is here that players can create their own deck. The deckbuilding is a lot less flexible here, as it follows the “select one of three” style from Act 1, but without the roguelite element. Players are stuck with whatever they chose because there are limited options to erase a card.
Abilities Are Key
Aside from the robot slider problems, the player’s side deck is once again the most crucial aspect of this Act. Players can choose a bonus ability for their Empty Vessels after defeating each boss. When the ability Energy Filler is available, players should take use of it because it speeds up the rate at which they can play cards.
Additionally, give cards with previously valuable abilities, such as Sniper Bot and Double Gunner, new powers. These are game winners, and players can construct their own cards later in the game. Brittle, Annoying, and Bifurcated Strike are the three strongest abilities for constructed cards. These three together create a game-winning card that, depending on its power and cost, can be used at different times of a game to win it. These cards can fracture Inscryption’s meta components, although they only appear near the end of Botopia.