Inscryption

Reptile

1 1

Touch of Death
Kills Survivors
Strategy
The Adder is best used as a quick way to remove a dangerous card, such as the Moose Buck or Grizzly from play. A Campfire can be used to increase its health - increasing its power is not recommended as it will kill anything with one hit anyways - or the Mysterious stones can give the powerful sigil to a card with a cheaper cost. If the Adder is eaten at the Campfire, the survivors will die and be absent for all future visits, making maximizing a card's power and health easier.
Touch of Death
This card instantly kills any card it damages.

Canine

1 2

Leader
Strategy
The Alpha should be used purely for support, as it is too weak and frail to fend for itself. It is best used with cards that have high Health but low Power, as well as any cards that have the Bifurcated or Trifurcated Strike Sigils, due to their extra damage output and ability to protect the Alpha. Cards with Sprinter or Hefty Sigil should be avoided, as they can move away from the Alpha unless blocked by other cards.
Leader
Creatures adjacent to this card gain 1 Power.

Misc

3 3

Strategy
The Amalgam is an upgrade to the Wolf; therefore, any strategies used for it also apply to the Amalgam. If you have a deck revolving around one main Tribe such as Insect or Reptile, the Amalgam can be a nice addition to it, although it fits less into a Canine deck due to the overlap with the easier to obtain Wolf.

Misc

1 2

Amorphous
Strategy
The Amoeba is a cheap card with average stats, with the additional benefit of the Amorphous Sigil, and is essentially a direct upgrade to the Opossum. If it generates a useful Sigil such as Many Lives or Bifurcated Strike, it can be a very effective cheap unit to play, but even if the sigil is less desirable such as Waterborne, Amoeba can be used as a cheap sacrifice due to its low cost.
Amorphous
When this card is drawn, this sigil is replaced by a random sigil.

Insect

Ants 2

Ant
Strategy
The Worker Ant is a card that works best in groups, mostly because of its unique trait: its Power is determined by the number of ants (Worker Ants, Ant Queens, Flying Ants, or Amalgams) on the field. If you want to have Worker Ants in your deck, you should try to get as much of them as possible.

Insect

Ants 3

Ant Spawner
Ant
Strategy
The Ant Queen is useful when relying on Ants. With the ability to spawn an Ant, and its contribution to Ants power, it can allow for a strong offense.
Ant Spawner
When this card is played, an Ant enters your hand.

Misc

2 1

Airborne
Strategy
It mostly functions as a good way to deal direct damage to your opponent. However, cards with the Mighty Leap Sigil can very easily counter the Bat's Airborne Sigil, since it allows them to block attacks of cards with Airborne.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Misc

1 4

Dam Builder
Strategy
The Beaver is a defensive card that creates Dams either side of it. As it requires 2 sacrifices, this means it can effectively off-set the sacrifices made. 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. The Beaver's power relies heavily on its Dams as they can inherit any Sigil granted on the base card, so how you choose to improve it should take them into consideration. It synergises well with bone costed cards, keeping you alive while providing extra bodies that give more bones upon death, particularly hard-to-play cards like Turkey Vulture that are expensive but can swing the scales heavily in your favour.
Dam Builder
When this card is played, Dams are created on adjacent empty spaces.

Insect

1 1

Airborne
Strategy
The Bee is a free unit, so it can be easily played at any time if it is in your possession and act as a free sacrifice. The Airborne Sigil allows it to damage the opponent directly, making it an upgrade from the Squirrel if they are replaced. The only downside to this is the Leaping Trap in The Trapper boss fight which will kill its attackers, but this can be considered a good thing, because it will give you a pelt which can be used in the second phase. Bees can also be summoned from the Beehive when it is damaged.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Insect

2

Bees Within
Strategy
The Beehive is a defensive-support card that adds a Bee to your hand every time it is damaged through its Bees Within Sigil. However, as it only has 2 Health, it is usually only good for only one or two turns before perishing. Of note is that the Bees created will inherit any additional Sigils on the Beehive, making them stronger. This should be taken into consideration when providing upgrades.
Bees Within
When this card is struck, a Bee is created in your hand.

Canine

2 3

Guardian
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.
Guardian
When an opposing card is played opposite an empty space, this card moves to that space.

Reptile

1 2

Mighty Leap
Strategy
The Bullfrog is built as a counter against cards with the Airborne Sigil, because of its Mighty Leap sigil. Any creature will attack the Bullfrog directly, which can be a problem because of its low Health. Its primary purpose is to stall for better cards.
Mighty Leap
This card blocks opposing Airborne creatures.

Canine

6

Terrain, No Deathcard
Strategy
It is advised to get rid of the Caged Wolf as soon as possible by letting it perish, as it is simply a worse River Snapper that can replace a powerful attacker. Good ways to kill it are to put it in front of a card bearing the Touch of Death Sigil, or any card with at least 3 Power. It is possible to sacrifice the Caged Wolf to the Bone Lord to instantly free it.

Misc

1

Many Lives
Strategy
If sacrificed nine times it becomes an Undead Cat. This is a reference to the myth that cats have nine lives. It loses the Many Lives sigil when it transforms.
Many Lives
When this card is sacrificed, it does not perish.

Misc

3 6

Strategy
A cat that has been sacrificed nine times. It loses the Many Lives sigil when it transforms.

Insect

1 1

Unkillable
Strategy
This card can be a weak meat-shield, because every time this dies, it'll stand on the field in just a few moments. If the card is upgraded with a Campfire, it can be even harder to kill. The Cockroach is one of the only two sources of the Unkillable sigil (along with the Ouroboros), and is thus an extremely valuable card in Act I or Kaycee's Mod to pick up for adding onto other cards; for instance, the Unkillable sigil placed upon the Geck, Skink, and Warren can easily result in infinite sacrifice fodder and defensive options. This is particularly useful in Kaycee's Mod, as the similar Fecundity sigil was nerfed, and the sheer power offered by Unkillable is a great boon on higher difficulty runs.
Unkillable
When this card perishes, a copy of it enters your hand.

Canine

2 1

Strategy
Coyote is an expensive card for its role in the game. With only 1 health, it can succumb to any attack delivered to it. It has, however, 2 power that it can use to deal good amount of damage before defense is properly prepared. To avoid wasting 4 bones uselessly, you should place it where cards wouldn't block its way. However, a card with Burrower sigil will prove to be its weakness, even worse, that card may be able to attack the Coyote if there is an Alpha nearby, or if that is a Deathcard you made (applied only in Leshy's second phase), but sometimes, you might want to exploit this to block the incoming powerful cards. If you are desperate, though, you may use it to block the attack of a strong card.

Misc

2 2

Bellist
Strategy
When The Daus is played, two Chimes are spawned on the spaces adjacent to The Daus if there is no card already occupying that space. A chime is defined as 0 Power, 1 Health. When a chime takes damage from a card, The Daus attacks the card that struck the chime. This effect is unique to the Daus itself and cannot be transferred via the Altar Event. Even if The Daus possesses the Airborne sigil, this attack will still affect the grounded enemy.
Bellist
When this card is played, Chimes are created on adjacent empty spaces.

Misc

2

Strategy
When struck, a card bearing this sigil moves to the right. If there is no free space to the right, it will move to the left instead. If neither movement is possible, the tail will not be created and the creature will take the hit directly. This Sigil is only triggered by direct damage, meaning that threats such as Sharp Quills and Steel Trap will always affect the card directly. Each creature can only create one tail, though this will regenerate if the Unkillable Sigil causes the card to return to the player's hand.

Hooved

2 4

Sprinter
Strategy
During Act I, the exact use of the Elk can depend largely on your deck. Sigils that benefit from its high Health such as Mighty Leap or Sharp Quills work defensively; Touch of Death, Bifurcated Strike and other offensive Sigils benefit from its modest Power. With Elk Fawn, you can use support based Sigils like Hoarder or any that add cards to your hand to benefit from its cheap cost. Due to possessing the Sprinter Sigil, it can be difficult to defeat an Elk, as it will move away from anything directly opposing it. Combined with its 4 Health and 2 Power, Elks are capable units that can take hits and deal with most units in a single attack.
Sprinter
At the end of the owner's turn, this card moves in the sigil's direction.

Hooved

1 1

Sprinter
Fledgling
Strategy
The Elk Fawn is comparable to Wolf Cub in that it is a 1 Blood cost unit with 1 Power and 1 Health with the Fledgling Sigil. However, while the Wolf Cub should be played with caution, you can afford to be a little more reckless with Elk Fawn due to it possessing the Sprinter Sigil, allowing it to attack an opposing card before moving out of the way to avoid damage; care should still be taken to ensure that it does not move in the way of damage, however. This means that more focus can be place on the evolved form.
Sprinter
At the end of the owner's turn, this card moves in the sigil's direction.
Fledgling

Misc

2 2

Fecundity
Strategy
Field Mice is a fairly weak card. While it will keep giving you copies of itself, for a 2 Blood card it doesn't do much damage. However, if its Sigil is given to another card it can be extremely overpowered. Giving it to a Geck will allow infinite sacrifices and board presence. Giving it to a Corpse Maggots will allow it to always be played when a creature dies. You can even use its Sigil on a free Deathcard to achieve swift victory when drawn. If you intend to keep Field Mice intact, however, there are a few ways they can be improved or have fun with. One such case is applying Amorphous and having multiple copies each with a different Sigil every time. They can also be used in tandem with a Cat on a sacrifice loop to spawn an Undead Cat, providing an instant 5 damage (not possibly in Kaycee's Mod). Field Mice are also particularly good for Bone farming, due to their 2 Blood cost requirement and ability to copy themselves.
Fecundity
When this card is played, a copy of it enters your hand.

Reptile

1 1

Strategy
While appearing weak and not as special compared to the other Rare cards, the Geck is among the strongest cards in Act I due to its versatility and growth potential. With no upgrades, it can be used as a free sacrifice, attacker or chump-blocker. However, upgrading it with Campfires and Sigils eventually creates a very powerful free card. Investing in the Geck prevents you from making your other cards stronger, so attempt to keep a consistent purpose for it when you do so. Observe your deck and the presented upgrades, look for the most appropriate role the Geck can have and strengthen it accordingly; trying to make the Geck good in every aspect may be a waste of your limited upgrades.

Hooved

1

Worthy Sacrifice
Goat
Strategy
The main purpose of the Black Goat is to be sacrificed for Blood. It allows the player to instantly play a card that costs 3 Blood, such as the Grizzly or Moose Buck. It also makes it easier to play the Urayuli. If sacrificed to the Bone Lord, the player will gain the Boon of the Bone Lord, starting each game for the rest of the run with 8 Bones, allowing them to immediately play any card that costs Bones. Note that sacrificing multiple goats does not give you multiple boons.
Worthy Sacrifice
This card counts as 3 Blood rather than 1 Blood when sacrificed.

Misc

4 6

Strategy
A Black Goat can afford a Grizzly on its own, so if you have one, you can use it effectively. If you see an enemy Grizzly, you need to be careful, as its 4 Power allows it to defeat most cards in one hit, and its 6 Health allows it to stay alive for a couple of rounds. A recommended counter to Grizzly is the Touch of Death Sigil, as it can quickly kill it.

Hooved

1

Many Lives
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. 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.
Many Lives
When this card is sacrificed, it does not perish.

Avian

1 1

Airborne
Waterborne
Strategy
The Kingfisher is incredibly weak but also cheap; costing only one Blood to summon and bearing both the Airborne and Waterborne Sigils. Its purpose is to attack the opponent directly while avoiding all damage, although this usually means it opens the opponent to direct counter-damage and therefore can be easy to out-damage. Kingfisher is also an ideal card to use as a set up to playing stronger cards later, since there is very little that can defeat it.
Airborne
This card will ignore opposing cards and strike an opponent directly.
Waterborne

Insect

1 2

Corpse Eater
Strategy
For the stats it has, Corpse Maggots is very expensive. This is because it is not designed to be played using Bones. The Sigil it bears, Corpse Eater, allows it to be played for free if one of the player's creatures on the field dies.
Corpse Eater
If a card that you own dies by combat, this card is played from your hand on its space.

Avian

1 1

Airborne
Hoarder
Strategy
The Magpie has bad stats for its cost, but its true power lies in its Hoarder Sigil. With this, the Magpie can be used to get any other card from your deck, making it a valuable choice to play. However, one may consider sacrificing its Sigils onto a cheaper card with better stats, such as the Sparrow or Stoat.
Airborne
This card will ignore opposing cards and strike an opponent directly.
Hoarder

Insect

1 1

Bifurcated Strike
Strategy
The Mantis is cheap and has the ability to do group damage, thanks to the Bifurcated Strike Sigil, which makes it attack to its left and right instead of front. The Sigil can also enable the Mantis to attack foes behind Obstacles. Each power upgrade, such as from the Alpha card or a campfire, increases its effective damage by x2 as it attacks twice. For example, a +1 Power from the campfire results in a +2 damage overall as the Mantis attacks twice.
Bifurcated Strike
This card will strike each opposing space to the left and right of the spaces across it.

Insect

1 1

Trifurcated Strike
Strategy
The Mantis God is a versatile card with good crowd control thanks to its Trifurcated Strike Sigil. If you increase its Power with an Alpha or a Campfire, it can deal substantial damage, as it attacks 3 times. Each +1 Damage boost from a Campfire is equivalent to +3 Damage for the Mantis God. It can also attack cards behind cover. This card makes a strong Custom Deathcard, and putting its Sigil on any high Power card can circumvent its low starting damage. With only 1 Health, Mantis God is weak to Sharp Quills: attacking even one enemy that has this Sigil will instantly kill the Mantis God, preventing it from doing any more damage, and the Sharp Quills can be hard to avoid because the Trifurcated Strike forces an attack on three out of four tiles. Thus, increasing the Mantis God's Health is helpful. Mantis God can also be obtained by adding the Fledgling Sigil onto the Mantis and letting the Mantis grow up in battle.
Trifurcated Strike
This card will deal damage to the opposing spaces left, right, and opposite of it.

Misc

4

Burrower
Strategy
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.
Burrower
This card will move to any empty space that is attacked by an enemy to block it.

Misc

6

Burrower
Mighty Leap
Strategy
Mole Man is a highly defensive card at a low price, making it ideal for stalling for more cards or protecting yourself from damage.
Burrower
This card will move to any empty space that is attacked by an enemy to block it.
Mighty Leap

Hooved

3 7

Hefty
Strategy
The Moose Buck has very strong stats, and can be used as a great defense and offense. It has the highest base Health stat of any card in the game (tied with the Urayuli) making it very bulky. Its Hefty Sigil makes it tricky to position, but with strategic placement it can allow Moose Buck to attack one card and absorb the damage from another, or it can be used to push a creature with low health, such as the Adder, out of the way of an attack.
Hefty
At the end of the owner's turn, this and adjacent cards move in the sigil's direction.

Insect

3

Fledgling
Strategy
See Mothman.
Fledgling
After surviving for 1 turn, this card grows into a stronger form.

Insect

3

Fledgling
Strategy
See Mothman.
Fledgling
After surviving for 1 turn, this card grows into a stronger form.

Insect

7 3

Airborne
Strategy
Given the incredibly powerful state of its final evolution, care should be taken to ensure that the Strange Larva eventually grows into Mothman. It is best to place it behind a Boulder, Stump, or other defensive card so it can evolve safely. If the opponent plays any cards with no Power or with the Airborne Sigil, the space opposite is generally a safe place to put the card down. It is also able to be placed opposing 1 power cards and still evolve, but keep in mind that this will likely mean it will only hit the opponent a single time before dying. The weakness to the Strange Larva is that since it takes two turns to evolve, in later games you may end up being defeated in those two turns due to losing the sacrifice you used to summon it. Because of this, you should play it early in the game when the other side of the board isn't crowded, making sure you are able to survive enemy attacks for the next two turns.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Hooved

5

Sprinter
Uncuttable
Strategy
Keep an eye on the Pack Mule, as its Sprinter Sigil and high Health make it difficult to kill without high Power or the Touch of Death Sigil. The extra cards it provides can be crucial for the fight due to the board wipe The Prospector does at the start of his second phase.
Sprinter
At the end of the owner's turn, this card moves in the sigil's direction.

Misc

1 1

Strategy
The Opossum is a weak card, but has a very low cost, making it a useful card for a variety of situations. Opossums can also be summoned from the Frozen Opossum card when it perishes, which can only be obtained by using the Frozen Opossum in a Bottle item.

Misc

1 1

Waterborne
Strategy
The River Otter is a weak card, but its Sigil prevents it from taking direct damage. However, this means that this card will not act as a shield and take damage in your stead. This can make using this card incredibly difficult. Increasing its Power at a Campfire is recommended, as it can then turn it into a cheaper version of the Great White if powered up enough. Combine this with the Guardian Sigil and it can move in front of an incoming unit and damage it the following turn - possibly enough to defeat it. Alternatively, giving it the Touch of Death Sigil allows it to lock down a lane on the board and defeat any opponent opposite it. For more strategic purposes, Leader can also be considered.
Waterborne
On the opponent's turn, creatures attacking this card's space attack directly.

Reptile

1 1

Unkillable
Satisfies Ring Trial
Strategy
Every time Ouroboros dies, it returns to your hand with +1 Power and +1 Health. It will keep that stat boost throughout the entire game, even across chapters. Any death - through any means - of any Ouroboros card will increase the strength of all existing and future copies of the Ouroboros, including Ourobot. Ouroboros also has an elusive property in that only one is allowed to be added to the deck. Leshy will not offer Ouroboros more than once in a run and Goobert will not copy it.
Unkillable
When this card perishes, a copy of it enters your hand.

Misc

2 2

Trinket Bearer
Strategy
The Pack Rat is a utility card for obtaining items outside of a Draw Items event. By itself, it is a weaker version of the Wolf, but otherwise is still a useful card to have. As the Pack Rat is only card to naturally bear the Trinket Bearer Sigil, it makes a good candidate for Sigil transfer onto a cheaper unit if all you care about are the items. Alternatively, it is a relatively easy card to obtain multiple duplicates of, so it may also be a good idea to combine them at The Mycologists to create a powerful card.
Trinket Bearer
When this card is played, you will receive an item if you have room.

Misc

1 2

Sharp Quills
Strategy
The Porcupine's sigil makes its attackers take damage. Upgrading a Porcupine's Health via a Campfire can allow it to do more damage by blocking more attacks.
Sharp Quills
Once this card is struck, the striker is dealt 1 damage.

Hooved

1 3

Sprinter
Bifurcated Strike
Strategy
Pronghorn is a difficult card to use because of its Sigils. The combination of Sprinter and Bifurcated Striker means that the card will be moving into the line of fire of an opponent it just attacked and cannot attack enemies directly. Its primary use is to spread damage across the board hit-and-run style, without focusing on a particular spot. If possible, keep this card in the middle lanes. Buffing its Power is suggested so it can deal more damage and potentially avoid being attacked by opponents. Alternatively, Touch of Death serves the same function. Adding additional Health on the other hand allows Pronghorn to survive hits when moving in front of enemy cards. Fledgling can also be considered as it serves the function of adding Power and Health. Otherwise, sacrificing the Sigils onto something like a Wolf or River Snapper can transfer the Pronghorn's abilities onto an arguably better card.
Sprinter
At the end of the owner's turn, this card moves in the sigil's direction.
Bifurcated Strike

Misc

1

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.

Misc

2 1

Bone King
Strategy
The Rat King has relatively low stats for a card that costs 2 Blood. However, when it perishes, it gives the player 4 Bones due to its Bone King Sigil. This can drastically help develop the fight and can allow strong Bone cards such as the Alpha or the Rattler to be played very easily. In most cases, it is generally better to sacrifice the card's Sigil onto something cheaper and with more usability, such as Warren. If intending to keep Rat King around though, bear in mind that its purpose is to perish and give you its Bones; not to stay alive.
Bone King
When this card dies, 4 Bones are awarded instead of 1.

Reptile

3 1

Strategy
The Rattler is a glass cannon card. Paired with its high cost of 6 bones, it should be used carefully as a quick damage dealer/ tank killer. However, it probably won't survive more than 2 turns due to its low Health. If you upgrade its Health with a Campfire, this card can become quite a strong opponent.

Avian

2 3

Airborne
Strategy
The Raven is highly useful in ending fights quickly, due to its Airborne Sigil. The Raven Egg can also be used as a wall, especially against cards that can't kill it in one turn. When it grows into a Raven, it will gain extra Health. Or the Raven Egg can be placed in front of a card with no Power such as Terrain cards to allow it to grow safely and do unblocked Airborne damage.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Avian

2

Fledgling
Strategy
The Raven is highly useful in ending fights quickly, due to its Airborne Sigil. The Raven Egg can also be used as a wall, especially against cards that can't kill it in one turn. When it grows into a Raven, it will gain extra Health. Or the Raven Egg can be placed in front of a card with no Power such as Terrain cards to allow it to grow safely and do unblocked Airborne damage.
Fledgling
After surviving for 1 turn, this card grows into a stronger form.

Misc

4 2

Waterborne
Strategy
The Great White with its 4 Power is able to shred cards with its serrated teeth while also being almost immune from counter-attack by hiding in the deep with its Waterborne sigil. The best way to defend against it is by stalling it using Squirrels, or by out-damaging the opponent. Sharp Quills can damage the Great White, but will be unable to kill it unless the victim has enough Health to survive another attack or it is carrying the Touch of Death sigil as well. The Great White can be found through card drop events but is far more commonly found being played by the The Angler.
Waterborne
On the opponent's turn, creatures attacking this card's space attack directly.

Reptile

1 2

Loose Tail
Strategy
The Skink is a cheap card and the only one with the Loose Tail Sigil by default. Wriggling Tails generated upon being struck can have other Sigils if the Skink has additional Sigils on it. This can create a powerful tail with strong Sigils or be used to transfer onto other cards to give them a method of avoiding death.
Loose Tail
When this card would be struck, a tail is created in its place and this card moves to the right.

Reptile

2

Strategy
The tail generated will have 0 Power and 2 Health and can be sacrificed, with any Power/Health boosts acquired from campfires, Morsel or The Mycologists generally applying to the tail. Tails created will retain the tribe of the original creature while in play (excluding the Amalgam). If the Sigil is naturally found on the card, whether that be via the Skink or a Deathcard, it will inherit any additional Sigils added to the card through either events or the totem.

Misc

3

Stinky
Strategy
The Skunk is a purely defensive card as it doesn't have any Power; its purpose is to act as a sturdy shield. The Stinky Sigil allows it to reduce the power of opposing cards by 1, allowing it to withstand attacks from enemies with 3 Power or less for one hit. If upgraded via a Campfire for more Health, it can withstand more attacks. Because of its cheap cost and Stinky Sigil, it can be an effective unit to give a Sigil that moves it around the board, such as Guardian or Burrower. In the case of the latter, it may be better to sacrifice the Skunk onto the Mole or Mole Man as they have a naturally higher Health for the same cost - unless the Skunk has been upgraded to have more Health than they do.
Stinky
The creature opposing this card loses 1 Power.

Reptile

1 6

Strategy
The River Snapper is one of the bulkiest cards in the game, surpassed only by the Moose Buck and Urayuli. It is also easier to play compared to other cards with either the same or more Health. since it requires less Blood. This makes it a great card to have when dealing with opponents that have high Power. It is recommended to give the card a defensive Sigil such as Mighty Leap or Guardian. It may also be smart to pick up a second River Snapper to combine at The Mycologists Event, as they benefit greatly from being merged into an even bulkier card. If done correctly, River Snapper can become the best defensive card in the game.

Hooved

1 2

Sprinter
Touch of Death
Kills Survivors
Strategy
The Touch of Death sigil allows the Long Elk to quickly destroy many opposing cards, while its Sprinter sigil, in combination with its two Health, allows it to survive counterattacks more easily than the Adder. When used in the Campfire, it is recommended to upgrade its Health or let the survivors eat it as it will kill them. The Vertebrae can provide extra defense from incoming threats or provide more sacrifice material.Note: The Vertabare do not inherit any infused Sigils on the Long Elk. However, Sigils acquired through a totem will appear on the Vertabrae. Consider this when using Long Elk, as it can prove massively beneficial.
Sprinter
At the end of the owner's turn, this card moves in the sigil's direction.
Touch of Death

Avian

1 2

Airborne
Strategy
The Sparrow isn't very reliable, bearing the same stats as the Bullfrog and Stoat in Kaycee's Mod, but with the Airborne Sigil. It can be considered a weaker but cheaper version of the Raven, so any strategy applicable to the Raven can also be applied here.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Misc

Bell Ringer 3

Strategy
The Bell Tentacle has a unique property in that its Power stat is dependent on how close it is to the bell: 1 at the far right space to 4 at the far left. In-game, the Bell 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, drawing it at a Deck Trial, or fusing it via the The Mycologists. In almost all scenarios, you want to place the Bell Tentacle in the far-left lane for the most damage. Very rarely will you want to place it further away from the bell and make it weaker, but depending on how it is used it may be advantageous to do so.

Misc

Card Counter 1

Strategy
During Act I, the Hand 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, by drawing it at a Deck Trial, or by merging duplicates at The Mycologists. In Act II, it can only appear as part of the Great Kraken card. The Hand Tentacle becomes more powerful the more cards you have in your hand. This consequently means that the card is only as powerful as your deck. If possible, use a totem bearing one of the card-summoning Sigils to keep your hand as full as possible while carrying low cost units of the same tribe. In addition to this, consider the following upgrades:

Misc

M!rror r0rriM 3

Strategy
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. 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.

Squirrel

1

Strategy
The Squirrel is a basic card. Its only intended function is to be sacrificed for Blood. Unlike most other cards, Squirrels are not added to your deck, but rather drawn from a separate card pile. Therefore, they can not be upgraded via the Campfire, or fused with others. Ten Squirrels are initially present, and the player will start every battle with one Squirrel drawn.

Misc

1 3

Strategy
The Stoat has high Health for its Cost, but is otherwise unremarkable. Buffing it at a Campfire can be a good investment, as it will either make it overall strong with buffed Power, or highly tanky with buffed Health, but one must keep in mind that there are cards of the same price that can benefit more from this, such as the Mantis or Stunted Wolf.

Misc

2

Strategy
When struck, a card bearing this sigil moves to the right. If there is no free space to the right, it will move to the left instead. If neither movement is possible, the tail will not be created and the creature will take the hit directly. This Sigil is only triggered by direct damage, meaning that threats such as Sharp Quills and Steel Trap will always affect the card directly. Each creature can only create one tail, though this will regenerate if the Unkillable Sigil causes the card to return to the player's hand.

Misc

2

Strategy
When struck, a card bearing this sigil moves to the right. If there is no free space to the right, it will move to the left instead. If neither movement is possible, the tail will not be created and the creature will take the hit directly. This Sigil is only triggered by direct damage, meaning that threats such as Sharp Quills and Steel Trap will always affect the card directly. Each creature can only create one tail, though this will regenerate if the Unkillable Sigil causes the card to return to the player's hand.

Misc

2

Strategy
When struck, a card bearing this sigil moves to the right. If there is no free space to the right, it will move to the left instead. If neither movement is possible, the tail will not be created and the creature will take the hit directly. This Sigil is only triggered by direct damage, meaning that threats such as Sharp Quills and Steel Trap will always affect the card directly. Each creature can only create one tail, though this will regenerate if the Unkillable Sigil causes the card to return to the player's hand.

Misc

7 7

Strategy
The Urayuli has extremely high base statistics with its 7 Power and 7 Health, but also is very expensive to play at four blood. This card can deal enough damage to defeat any card or to win if played opposite an empty space. The challenge comes from playing it. Its blood requirement requires both four sacrificable cards and all four empty spaces on your side of the board. One way to summon it is to have a card with the Worthy Sacrifice Sigil along with another card such as a squirrel. Outside of Kaycee's Mod, an alternate plan would be to play a card with Fecundity on every empty space to fulfill the Blood cost quickly. Obtaining Urayuli may also be a good idea simply in the prospect of having the chance to obtain its Power and Health stats for a powerful Deathcard with a lower cost. The Urayuli shares a weakness with Grizzly in that it only attacks once per turn. This means a weak wall can prevent it from tipping Leshy's scale and may even result in a loss for the player.

Avian

3 3

Airborne
Strategy
The Turkey Vulture is strong, but very expensive. This makes it serve best as a finisher for long games, as that will end up accumulating many Bones.
Airborne
This card will ignore opposing cards and strike an opponent directly.

Misc

2

Rabbit Hole
Strategy
The Warren is a support card used to play high Blood cost cards and boost Bone income. Once played, it will generate a Rabbit in your hand that can be played for free, meaning that the Warren functionally refunds the 1 Blood cost to play it. While these attributes can be used defensively to block attacks, they're better suited to being sacrificed.Because the rabbit spawned will also carry any Sigil that the Warren has, some sigils can be extra valuable given to the Warren.
Rabbit Hole
When this card is played, a Rabbit is created in your hand.

Canine

3 2

Wolf
Strategy
The Wolf is a strong card with great offensive power. If used correctly, it can lead to a quick victory and/or defeat most cards in one hit. To balance out, the card has low Health, meaning it can be easily dealt with even with defensive cards such as River Snapper. Its purpose is solely on taking down large amount of Health from the opponents before eventually going down. Wolf cards naturally do not have a Sigil, therefore making them a blank canvas.

Canine

1 1

Fledgling
Wolf
Strategy
While the Wolf Cub is initially weak, if allowed to survive one turn it can provide incredibly high value, essentially being a half price Wolf. While using Sigils such as Waterborne and Sprinter can ensure that it evolves, the focus should be on its stronger form. The Stinky sigil is also useful in both forms, but there are better options. If one appears as an opposing card, prioritize defeating it before it can turn into a Wolf.
Fledgling
After surviving for 1 turn, this card grows into a stronger form.

Insect

1

Kills Survivors, Satisfies Ring Trial
Strategy
The Ring Worm is by and large useless on its own, as it is effectively a Squirrel that requires Blood to play. Its true power and versatility is revealed through the Campfire event. If the Ring Worm is consumed by the Survivors, they will be absent from the camp on all subsequent visits, allowing the player to fully upgrade any card of their choosing without repercussions. If it isn't consumed, it can still turn into an incredibly cheap and powerful unit. As a result, the exact strategic use of the Ring Worm is largely dependent on whether its Power or Health is buffed. Ring Worm also fulfills the requirement for the Trial of the Ring during Leshy's Trials, further increasing its potential.

Misc

Strategy
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.