Inscryption Card Guide

All cards in Inscryption with their stats, tribes, and strategic analysis.

Stoat

Act 1 -- canine

Power: 1 / Health: 2

A balanced starting card that offers reliable stats for its low cost. The Stoat is a dependable early-game option that can hold its own in most encounters.

Wolf

Act 1 -- canine

Power: 3 / Health: 2

A strong attacker that can deal significant damage to the opposing side. Requires a blood sacrifice to play but rewards aggressive strategies with high power output.

Stinkbug

Act 1 -- insect

Power: 1 / Health: 1

A smelly card with the Stinky sigil that debuffs adjacent enemy cards. Despite fragile stats, its utility in weakening enemy formations makes it a tactical choice.

Stinkbug (Flying)

Act 1 -- insect

Power: 1 / Health: 1

A flying attacker that bypasses enemy cards to strike directly at the opponent. Combines airborne reach with insect tribe synergies for consistent direct damage.

Raven

Act 1 -- bird

Power: 2 / Health: 1

An airborne flyer that strikes directly at the opponent, ignoring blocking cards. Its fragile health means it trades easily but excels at pushing damage through.

Salmon

Act 1 -- reptile

Power: 2 / Health: 2

A water creature with solid balanced stats that serves well in the mid-game. Provides reliable offensive and defensive presence without requiring heavy sacrifice costs.

Cat

Act 1 -- canine

Power: 0 / Health: 1

A card with nine lives that resurrects after being killed, providing infinite sacrifice fodder. Its zero power makes it purely a utility card for fueling stronger creatures.

Mantis

Act 1 -- insect

Power: 1 / Health: 1

A bifurcated striker that attacks the spaces to the left and right of the opposing slot. Excellent for clearing multiple weak enemies or dealing chip damage across lanes.

Wolf Cub

Act 1 -- canine

Power: 0 / Health: 1

A weak cub that grows into a full Wolf after one turn on the board. Playing it early and protecting it yields a powerful attacker without the usual blood cost.

Adder

Act 1 -- reptile

Power: 1 / Health: 1

Any card touched by the Adder is instantly killed regardless of its health. A fragile but lethal assassin that can neutralize even the strongest enemy cards on contact.

Bullfrog

Act 1 -- reptile

Power: 1 / Health: 2

A defensive card with the Mighty Leap sigil that blocks airborne attackers. Essential for countering flying strategies and protecting your side of the board.

Grizzly

Act 1 -- canine

Power: 4 / Health: 6

A massive tanky powerhouse with the highest base stats in Act 1. Requires three blood sacrifices to play but can single-handedly dominate the board once deployed.

Vulture

Act 1 -- bird

Power: 3 / Health: 1

A two-lane attacker that strikes both the opposing space and an adjacent one. Combines airborne flight with wide coverage for devastating multi-target aerial damage.

Cockroach

Act 2 -- insect

Power: 1 / Health: 1

An unkillable card that returns to your hand every time it is destroyed. Provides infinite value as a blocker or sacrifice target throughout the entire match.

Skeleton

Act 2 -- undead

Power: 1 / Health: 1

A basic undead card that costs bones instead of blood to summon. Serves as efficient filler when blood sacrifices are scarce and bone reserves are plentiful.

Boulder

Act 3 -- all

Power: 0 / Health: 6

A pure blocker with zero attack power but massive health that absorbs enemy hits. Strategically placed to stall the opponent while you build your board presence.