I'd put Ijiraq lower for the simple reason that he counts as a 0 cost unit for your starting hand even if he copies a 3 cost unit, meaning you can start without a usable card
But honestly, what are you doing with multiple high cost cards in your deck? The only time I would see this happening is if your deck is the blood deck, but I'm tempted to just call it a bug that should be fixed
@@matthewsusilo8698 just watch any of sifd Mantis god only runs and you get why you run multiple high cost cards. tl;dr it's to guarantee to pull your only 0 cost/ 1 cost card in the deck to get a quick win
@@Shinobin333 I’m not sure what you’re trying to say. I mean sure, it’s weaker than a mantis god. But they are so different, too the point it kinda isn’t fair to compare one to the other. It’s more fair to compare the Ijiraq to any 3 cost card due to single lane focused damage and “High” health. The point is, it’s no instant win from the lack of buffing and difficulty playing it in the first place, but stalls out a lane and deals strong damage too, so I say keep it at A
@@matthewsusilo8698 I'm not talking about power I'm talking about your starting hand. With the game giving you a "fair" hand you will always pull a 0-1 cost card. But if that forced 0-1 cost card is an Ijiraq copying a high cost card you literally can't play anything turn 1 other than a squirrel. People saying it got fixed but there has not been a patchnote for that so I believe it still happens
I think its like oraboros, so if you transfer its sigil it dose, what a normal waterborn dose, because both oraboros unkillable and tentakle waterborn have no special description but have a special effect on their normal card
@@130_33 btw it does happen like kraken cuse while the sigil disc is same, the sigils aren't causing dams to change too P.S. the tentacle dams are sacr if i remember right
Corpse Maggots with the Cockroach sigil I had last run was absurd, literally immortal- the second it dies it just ressurrects itself. As long as your opponent doesn't have flight, you win.
I believe black goat is S tier. With the fair hand mechanic, and an unkillable sygil, you can basically play any card in the game you want. And if you have something to generate bees or some sort of easy sacrifice like beever (beaver + beehive) for example you don’t even need to draw squirrels. You can just keep drawing your 2 and 3 blood cost cards and play them immediately
You should give a Hodag a try. It becomes broken pretty fast. I got it once after the first boss, by the time I was at the 3rd boss its was a 2 cost 12 - 5. Getting it up to 3 attack is a bit of a trick, but after it has 3 attack it exponentionally gets stronger, even with backline kills.
It makes me sad to see my beloved beehive to be so dang low. That thing saved me from certain death in multiple occasions. Hey Sihd, you should try the P03 mod for Kaycee's mod. I'd really like to see you tackle it, as I've been struggling with it myself.
I like to use the curious egg deck as free sacrifices, you can just play the eggs for 1 bone and have extremely good early game, screw actually hatching them 😂
I would say red hart needs a specific deck beacouse infinite bones exist, and if you have like let's say totem for undying insects and 2 ring worms, you can just spam sacrifices on them to get the damage up
Magpie, I think is useful, because it is a cost higher than the card you actually want to play. Like, if your IWIN card is 1 cost, the magpie is essentially that card, but for 2 cost. That bumps it down, in my book. Magpie sigil on a 1 cost is easy win, and the sigil is one of the best, but the vanilla card is not quite good enough to be easy win. Otherwise, I'd probably order the cards in the tiers a bit differently, but I agree with most of the list.
One can transfer the magpie to another one cost or less card or transfer a triple blood/rabbit hole sigil onto the magpie to fix that. One can argue that makes it good sigil tier, but it very useful unmodded too.
having two cards that instawin you the game instead of one is so strong, morgpie has loads of value in almost every situation. If I were to argue against the instawin tier I'd say that the morgpie is as strong as your best cards, so it's not an instawin on its own.
If your IWIN card is a 1 cost then you can sac the magpie to play it, not really a downside. There is not a way to increase card draw in this game, which makes this card insanely powerful even without transferring the sigil
@@AliKandirr Yeah, but drawing the magpie means you need to be able to play a 2 cost. I'm not arguing it's a bad card, but I feel like it's not quite good enough to be iwin. It's still probably the 4th best card in the game, but I'd move it from I win to top of good.
I would put Magpie and Cuckoo in the Good Sigils tier myself. Their abilities are ridiculously powerful, but 1/1 for 1 or 2 blood is pretty underwhelming. Throw 'em onto the altar and give their sigils to something that can fight.
Something that can fight? No. Put them on a cockroach. Now cockroach allows you to draw a card for every 4 bones you have. Put them on a warren. Now warren allows you to draw 2 cards. Put them on a beaver. Now beaver allows you to draw 3 cards. (Unless the beaver creating dams does not count as the dam being "played". This needs testing to verify.) Card advantage is a very strong effect in this game. Get yourself some cards that can use hoarder multiple times.
Magpie and Cuckoo are easy win if you put their sigils on another card, but even without doing that they give you a win unlike the Dire Wolf or Cockroach that cost top much to play by themselves
I think Red Hart would be better if it took half the total sacrifices you made that round as its damage instead, like the Lammergeier sort of. So it gets strong late game, but doesn't need a double undying spam to be good.
The game favors a strong early game, so I prefer something that makes it start strong, like cutting it cost down to one, bluffing health to six or something. Maybe letting it benefit from all units that die on the board might actually be fair and balanced.
I'd put the cards in hand tentacle one higher. Since even if you play it at worst it'll just be a one cost 2/1 otherwise you just wait a turn. Though you'd only run into that situation if you had other things to play. Imo any one cost that can immediately make you start winning the moment you play it, especially without the need for campfire or sigils is at least useful. Speaking of which the moment you add any multi-striking sigil, ant, or bunny it becomes that much better.
here's something I just thought of, what if you use the meal worm on the fire and the starved eat the meal worm then the next time you get to the fire leshy describes them as being well fed and it inturn let's you use the fire up to 5 times instead of twice if your lucky or killed the starved with an adder or something.
I've completed multiple Kaycee's mods runs running Raven God (Raven with Matis God sigils). Just getting it to 3 or 4 attack off of 1 campfire allowed me to get multiple otks. I'd put it on "Needs setup," at least.
Red Hart was specifically created to build around with decks that do a lot of sacrificing and decks that sacrifice unkillable 1 costs for unkillable 1 costs as a kind of cheaper Lammergeier that has to be supplied each round
With the main issue, those decks and other decks on par difficulty to set up wise tend to be able to break the game so many other ways. Prehaps if red hert also benefited from the power of the previous round she be playable, even than in most cases I suspect she stay around a wolf power in sack happy decks deck.
@@nihildwo4874 Its a 2 cost build around making it keep some its power from the spilled blood sacrifices just makes sense it could even be coded that carry over damage isn't halved like the other damage that damage gets turned to 0
@@milkman4407 the red hart is only good for "infinites that do not progress that game state". The card exists to give such a loop a purpose, as in "it buffs the red hart, if you were able to summon the red hart and do the loop alongside it. a very simple "loop that does not progress the game" would be having an ant with an ant spawner totem for insects. Summon Ant -> spawn Ant -> tribute old ant for new ant - these kinds of loops which honestly just "do nothing" besides generating bones. They do not give you additional cards, or tribute materials or boost your ants. you can do the loop, but would not achieve much by doing so. For these loops, the red hart is good. If we have an infinite that "does anything", the red hart does not really help. For example we have the previous setup + any 0 cost immortal unit. This 2 card combo is enough to make us instantly win since we can just summon a full board of 4/2 ants every turn, even if the entire board gets wiped. for such an infinite, red hart simply falls under "win more". it is good if you can put it on the board and just build your ants next to it, but is not needed to actually win. and if you have that particular loop as part of the deck, you would rather want to have cards that either help you get to the combo or stall and make you win time to get the combo together, than this "win more" boss monster. this is basically what i want to say. Red Hart and Lämmergeier are basically "win conditions" for "do nothing" infinites but unneeded win more for cards "do something" infinites. the reason they exist is that "do something" infinites are often convoluted and hard to come by (the most simple one being immortal warren/geck + ouroboros). if i have a "do something" infinite like this, i would not pick the red hart. if i have a "do nothing" infinite like the infinite ants, then i may consider the red hart or the lämmergeier. So ye. this card is literally the definition of "it needs a VERY specific deck for the card to be considered useful". especially the red hart. the lämmergeier is a bit more generic because it does not have a "maintenance" cost for its damage. and imo they are fine that they exist for this role, but they are simple not good enough to pull it off because of too hard to summon next to the loop. try drawing a "do nothing infinite + red hart/lämmergeier, AND get out 3 or 4 tributes quick while also being pressured by stuff leshy spawns, if you cannot do it consistently, the card goes from "win condition" is flatout an unsalvagable brick. like i could go on about every infinite/super combo loop and the red hart/lämmergeier, but in almost all that i can think of, it falls either under "win more" or "it makes it too hard to setup consistently"
I would argue for the red hart to go in to specific deck because if you pair with black goat and undying sigils on both (from either 2 cockroach sacs or undying deer totem) it can get infinite attack in one round (kind of like a temporary ouraboros).
I think the red hart can be good specifically in a run with no boss rares as a bootleg ouroboros like give it and a goat undying with either a totem or two cockroaches and you got a pretty decent combo right there
Hello! A few things I disagree with: Ring worm/ Adder/The other one should go into at least Not complete trash imo. Free campfire can be really useful in alot of cases and they help achieve just that. With that aside, I feel like the card tentacle should also go into useful. With a single turn of delay it can go into a 4/1, and with 2 turns it goes into a 5/1. While that isn't the best, with being campfired a single time assuming you double proc it, a 3/3 into potentially a 5/3 or beyond is insane. As well as just generally being better than mantis, a 1/1 that hits the same as 2/1 bit disturbs blocking with mole man during the final phase of the fight. Black goat is also a card I feel live should be raised from good sigils. Sacrificing it to the bone god makes it so you can play cards like vulture on the first turn with no downside, making a 3/3 attacker, and even a single mantis would win you the game from there. On the topic of bone cards, Bat being that high I highly disagree with. Flying sigil makes it so you cant pick off low health targets, and is just a nuisense. That lowers its value itself imo. I feel like it should go into trash, albeit at the top of the tier. Cockroach should probably be raised higher, even though you said this yourself. It's still very usable in an insect deck, arguably the best type in the game, and outside it's still a 4 bone cost that you can tribute, while you put a worse one, somebody with a 1/2 statline above it, which I really don't like and it seems like it contradicts itself. Speaking of that, if Rattler is in not complete trash, I would expect alpha to be there also. They can output much more dps while being a 5 cost instead of a 6 cost. Mantis being that high doesn't make sense at all when you consider your reasoning with cockroach, being that you mainly want to sacrfice it. Flaming is also doesn't make sense as you put the card dude not in the same tier as mantis, and when flamed with HP he's insane. That's all I really have to say, sorry for my comment being so long.
Ring worm is trash because removals are too valuable to lose a source of it. Almost every fire should be an removal attempt. By the time you’ve removed enough cards baring ring worm it’s at the end of the game and it’s done nothing. Unless you have a deck which is entirely mantis mantis god and dire wolf removals are better then 2 upgrades and even then only 2 attack upgrades would be decent. And if your deck is entirely composed of 3 types of cards all which benifits from stats more from hitting multiple times then you shouldn’t be drafting a ring worm because it doesn’t always get eaten immediately. Just upgrade your mantis god/gods once so they turn 1 lethal with 6 total damage then work on fusing the other cards to support their stats
@@ultimaterecoil1136 The main point where you wqould get ring worm is at the start during the mantis god deck, which is amazing, or at the first shop at the start using pelts, also amazing. Past that it's pretty bad don't get me wrong, but it isn't complete trash at all deu to the versatility if you get it at the start. Even that aside, having a 2/1 attacker or a 0/3 tank isnt terrible at all worst case. You can also just quit out of the game and reload once you realize it doesn't sacrifice if you really want to win. Your entire argument also continges on it being an attack, while the possibility of it being a health is still there and it could easily turn out to be one.
@@Dangerous_Luka if it’s health then it’s always better to be removal over a double stat up. There is no card that you can realistically get to make upgrading health worth. And the unrealistic fuses that do get ok mileage out of hp t( mole with flying blocking spikes and poison so every time they block they ko an opponent) realistically already have enough hp thanks to having the stats of 3 moles at least. You are likely gonna have at least a few cards in any deck that if played turn 1 can immediately end a fight. For example mantis god only needs +1 attack and with all 3 hits it does enough and with plus 2 it can do so with 2 same as mantis. If 1 or 2 upgrades doesn’t make a card reach an important threshold to win immediately it’s better to remove to get to the cards which can. For ring worm upgrades this only makes a significant difference for mantis mantis god ( but only in situations where it can only use two hits) and dire wolf. Unless you can attack upgrade one of these ( and a different one each time) every fire ring worm has actively harmed your deck by making it less consistent by lowering the amount of removal you would be able to do
beehive is one of the best cards, because its the easiest way to create tribute/bee/bones/trinket spams, if you put the unkillable and/or the trinket bearer sigil on it its not only good for decks that need lots of tributes, but also for decks that needs tons of bones it just needs 1 sigil on it
Been looking forward to this new tierlist since the official release! I agree with pretty much everything Sifd, but I would put mealworm higher. I like to sacrifice it on an elk fawn or wolf cub, anything that has the fledgling sigil really.
I think Ouroboros is barely playable in high level KCM. I always find myself taking Ijiraq/Geck/Mantis over it. I would maybe pick it up if I had clean maggots already on hand. Definitely not S tier.
I'm not sure I understood his explanation around 14:25, but I don't think a strat of copying the apple to a buffed Ouroboros and then transferring again to another card. Once a sigil has been transferred to a card, that card is removed from the sacrifice choices.
@@vanhoe0 You're right! Put apple on chunky Ouroboros, sacrifice it to bring on a Mantis God, get triple chunky Mantis God. I think I was confusing the sacrifice altar and in-fight sacrificing. Very cool!
22:10 Hate to be the bearer of bad news Sifd but if you transfer the kraken sigil on another card it keeps the underwater effect but doesn't get the second effect of turning into a tentancle. Only the kraken itself can turn into tentacles in my experience. It's kind of like if you transfer the hodag sigil on another card it just becomes the same as wolverine's
@@Sifd ok so I just double checked this by starting a new run. Luckily a beaver on the opening shop. Transferred the sigil and bam! 3 tentacles! I could swear it didn't work for me recently but maybe it was a one time bug. Go go go!
hard disagree on turtle, tanking leshys high damage cards that are camping a spot and then more often than not killing them in 1 or 2 turns in insanely useful, not to mention the sigil on larva or anything in your deck almost is fantastic.
Why is beehive so much lower than warren? imo if you can buff your beehive at the fire/mycologist it can get fucking crazy. it also has the added benefit of belonging to a creed so you can always get a totem sigil in addition to other sigils you add to the hive. both of them carry over on to the bees as well. not tryna be a dick just genuinely curious
I really like both but the difference between something like an unlikable Warren vs unkillable skink/beehive is the card advantage happens as soon as the card is played. Skink and beehive require taking hits to get card advantage, so while they are great and a no sigil beehive could get more out of it, it takes time which you sometimes don't have
Next video: only choose the cards in the worst tier possible (can choose if two cards are in the same tier)(reroll if there’s no card below good sigils)
I'm about 8 and a half minutes in and agree with most but the cat is too low. The cat only clogs lane if you lack experience as its not infinite sacs it has 9 sacs and becomes an undead cat.
Cukoo should be moved to useful because it is a very good card, but theres a chance that the egg is not a broken egg and is a raven egg so if you get that chance it can screw over your game
magpie is the epitome of "good sigil". you can't guarantee drawing it with fair hand because its two blood. 1/1 for 2 blood is some of the worst payoff in the game. i immediately sacrifice it and put its sigil on my 1 blood or at the very least a better 2 blood
I put the tentacal sigil on the beaver but only got to play it once and never again. I ended up having two runs with king fishers of doom instead because I couldn't find the beaver my first run. It was still fun nonetheless.
@@impossiblehanley2732 Red Hart is worse than the otter imo. I don't see myself picking it up intentionally. Like he said, if I have infinite sacrifices I already won, I don't need to win more
Yeah sorry but ant cards are total trash. If a card needs too much setup to be worth it, and even at it's peak it's just ok, then it's effectively trash. It also requires a very special, hard to maintain deck. Also beehive is nice, it's like a slower warren, but bees have the option of giving you an extra bit of damage, probably not complete trash or good sigil tier.
This is a crazy inaccurate tier list. Adder should be in "Good Sigils" tier. Adder is also a good card to use for campfires, if the campfire gives health. Either the Adder becomes a 1/5 with Poison, or it dies and you now have free campfires. Mantis God is only good for its sigil. Cuckoo and Magpie are only good for their sigils. Black Goat is an easy win. Ijiraq is a bad card because it ruins the fair hand mechanic. I could list everything wrong with your tier list, but if I did that, I'd just be listing everything. This whole video is essentially worthless.
What a bunch of crap. Who cares about tier lists if you don't draw these cards ??? You can spend many hours playing and never see most of them because you need luck. This is a luck game, not a skilful deck builder.
I'd put Ijiraq lower for the simple reason that he counts as a 0 cost unit for your starting hand even if he copies a 3 cost unit, meaning you can start without a usable card
But honestly, what are you doing with multiple high cost cards in your deck? The only time I would see this happening is if your deck is the blood deck, but I'm tempted to just call it a bug that should be fixed
@@matthewsusilo8698 just watch any of sifd Mantis god only runs and you get why you run multiple high cost cards. tl;dr it's to guarantee to pull your only 0 cost/ 1 cost card in the deck to get a quick win
I think it was fixed
@@Shinobin333 I’m not sure what you’re trying to say. I mean sure, it’s weaker than a mantis god. But they are so different, too the point it kinda isn’t fair to compare one to the other. It’s more fair to compare the Ijiraq to any 3 cost card due to single lane focused damage and “High” health. The point is, it’s no instant win from the lack of buffing and difficulty playing it in the first place, but stalls out a lane and deals strong damage too, so I say keep it at A
@@matthewsusilo8698 I'm not talking about power I'm talking about your starting hand. With the game giving you a "fair" hand you will always pull a 0-1 cost card. But if that forced 0-1 cost card is an Ijiraq copying a high cost card you literally can't play anything turn 1 other than a squirrel. People saying it got fixed but there has not been a patchnote for that so I believe it still happens
Looking forward to the Kraken Beaver deck OF DOOM!
Or kraken daus now!
I think its like oraboros, so if you transfer its sigil it dose, what a normal waterborn dose, because both oraboros unkillable and tentakle waterborn have no special description but have a special effect on their normal card
@@130_33 btw it does happen like kraken cuse while the sigil disc is same, the sigils aren't causing dams to change too
P.S. the tentacle dams are sacr if i remember right
Kraken Beaver MF DOOM
Corpse Maggots with the Cockroach sigil I had last run was absurd, literally immortal- the second it dies it just ressurrects itself. As long as your opponent doesn't have flight, you win.
If you have two of them:
Give one unkillable
Give the other mighty leap
Fuse them at the mycologists
Ultimate chaff
@@sev1120 just put unkillable and corpse eater on mole man since burrower
That's nice. Didn't even think of that.
@@gudmansal3468
I believe black goat is S tier. With the fair hand mechanic, and an unkillable sygil, you can basically play any card in the game you want. And if you have something to generate bees or some sort of easy sacrifice like beever (beaver + beehive) for example you don’t even need to draw squirrels. You can just keep drawing your 2 and 3 blood cost cards and play them immediately
The flying ant is a Kaycee's mod card, you forget it 🐜
Do you blame him?
@@jakubgrono9070 tbf the ant deck is way better than the starter deck, i dont see what else to start with until you get the later decks.
@@LuiBei1994
Ant deck became my favourite deck when I was 100%ing Inscryption. It’s the deck that got me through all challenges on.
You should give a Hodag a try. It becomes broken pretty fast. I got it once after the first boss, by the time I was at the 3rd boss its was a 2 cost 12 - 5. Getting it up to 3 attack is a bit of a trick, but after it has 3 attack it exponentionally gets stronger, even with backline kills.
I love to combine hodag with pronghorn so it clears the whole board and levels up insanly fast
@@steffenobrien3424 OH THAT IS GENIUS
Just give it double strike.
@@vanhoe0 Yeah the vacuum cleaner Hodag idea is so much more funny.
@@milkman4407 *roomba intensifies*
It makes me sad to see my beloved beehive to be so dang low. That thing saved me from certain death in multiple occasions.
Hey Sihd, you should try the P03 mod for Kaycee's mod. I'd really like to see you tackle it, as I've been struggling with it myself.
Bee hive with unkillable is op
Beehive is definitely Bee tier
I like to use the curious egg deck as free sacrifices, you can just play the eggs for 1 bone and have extremely good early game, screw actually hatching them 😂
The alpha would be good if screficed to the daus or the beaver :] and u love your videos
Yeah I'm sure he loves his videos
I would say red hart needs a specific deck beacouse infinite bones exist, and if you have like let's say totem for undying insects and 2 ring worms, you can just spam sacrifices on them to get the damage up
Magpie, I think is useful, because it is a cost higher than the card you actually want to play. Like, if your IWIN card is 1 cost, the magpie is essentially that card, but for 2 cost. That bumps it down, in my book. Magpie sigil on a 1 cost is easy win, and the sigil is one of the best, but the vanilla card is not quite good enough to be easy win.
Otherwise, I'd probably order the cards in the tiers a bit differently, but I agree with most of the list.
One can transfer the magpie to another one cost or less card or transfer a triple blood/rabbit hole sigil onto the magpie to fix that. One can argue that makes it good sigil tier, but it very useful unmodded too.
having two cards that instawin you the game instead of one is so strong, morgpie has loads of value in almost every situation.
If I were to argue against the instawin tier I'd say that the morgpie is as strong as your best cards, so it's not an instawin on its own.
If your IWIN card is a 1 cost then you can sac the magpie to play it, not really a downside. There is not a way to increase card draw in this game, which makes this card insanely powerful even without transferring the sigil
@@AliKandirr Yeah, but drawing the magpie means you need to be able to play a 2 cost.
I'm not arguing it's a bad card, but I feel like it's not quite good enough to be iwin.
It's still probably the 4th best card in the game, but I'd move it from I win to top of good.
@@brendenhawley2225 If transferred, yeah, easy win. I'm arguing for the vanilla card, specifically.
Sacrificing the adder on Kaycee is kinda good, since the poison also applies to spike damage
I would put Magpie and Cuckoo in the Good Sigils tier myself. Their abilities are ridiculously powerful, but 1/1 for 1 or 2 blood is pretty underwhelming. Throw 'em onto the altar and give their sigils to something that can fight.
Something that can fight? No.
Put them on a cockroach. Now cockroach allows you to draw a card for every 4 bones you have.
Put them on a warren. Now warren allows you to draw 2 cards.
Put them on a beaver. Now beaver allows you to draw 3 cards. (Unless the beaver creating dams does not count as the dam being "played". This needs testing to verify.)
Card advantage is a very strong effect in this game. Get yourself some cards that can use hoarder multiple times.
Magpie and Cuckoo are easy win if you put their sigils on another card, but even without doing that they give you a win unlike the Dire Wolf or Cockroach that cost top much to play by themselves
I think Red Hart would be better if it took half the total sacrifices you made that round as its damage instead, like the Lammergeier sort of. So it gets strong late game, but doesn't need a double undying spam to be good.
The game favors a strong early game, so I prefer something that makes it start strong, like cutting it cost down to one, bluffing health to six or something. Maybe letting it benefit from all units that die on the board might actually be fair and balanced.
The first actually interesting video game tier list on this damn planet
Next video: deck building Sifd chooses cards with reverse preference from this list
love your vids, been watching you since modded act 1 was our Kaycee's mod
I would probably have put rabbit in needs setup, but other than that, great list!
But Sifd!! You didn't tell us what evil Sifd likes.
I'd put the cards in hand tentacle one higher. Since even if you play it at worst it'll just be a one cost 2/1 otherwise you just wait a turn. Though you'd only run into that situation if you had other things to play. Imo any one cost that can immediately make you start winning the moment you play it, especially without the need for campfire or sigils is at least useful. Speaking of which the moment you add any multi-striking sigil, ant, or bunny it becomes that much better.
Yes. I needed that. Thank you Sifd.
I think I’ve seen every Inscryption video and this list makes complete sense to me 😃
here's something I just thought of, what if you use the meal worm on the fire and the starved eat the meal worm then the next time you get to the fire leshy describes them as being well fed and it inturn let's you use the fire up to 5 times instead of twice if your lucky or killed the starved with an adder or something.
Flying Ant is from Kaycee's mod, It's not vanilla 29:55
If an enemy hits your bell tentacle the daus will also attack it
I've completed multiple Kaycee's mods runs running Raven God (Raven with Matis God sigils). Just getting it to 3 or 4 attack off of 1 campfire allowed me to get multiple otks. I'd put it on "Needs setup," at least.
This is the only inscription tier list I agree with All the other ones are completely insane.
Red Hart was specifically created to build around with decks that do a lot of sacrificing and decks that sacrifice unkillable 1 costs for unkillable 1 costs as a kind of cheaper Lammergeier that has to be supplied each round
With the main issue, those decks and other decks on par difficulty to set up wise tend to be able to break the game so many other ways. Prehaps if red hert also benefited from the power of the previous round she be playable, even than in most cases I suspect she stay around a wolf power in sack happy decks deck.
@@brendenhawley2225 Yeah if red hart kept half the power of the last round it would be a good card
@@milkman4407 ye it would be a decent card but also just a potential "win more"
@@nihildwo4874 Its a 2 cost build around making it keep some its power from the spilled blood sacrifices just makes sense it could even be coded that carry over damage isn't halved like the other damage that damage gets turned to 0
@@milkman4407 the red hart is only good for "infinites that do not progress that game state". The card exists to give such a loop a purpose, as in "it buffs the red hart, if you were able to summon the red hart and do the loop alongside it.
a very simple "loop that does not progress the game" would be having an ant with an ant spawner totem for insects. Summon Ant -> spawn Ant -> tribute old ant for new ant - these kinds of loops which honestly just "do nothing" besides generating bones. They do not give you additional cards, or tribute materials or boost your ants. you can do the loop, but would not achieve much by doing so. For these loops, the red hart is good.
If we have an infinite that "does anything", the red hart does not really help. For example we have the previous setup + any 0 cost immortal unit. This 2 card combo is enough to make us instantly win since we can just summon a full board of 4/2 ants every turn, even if the entire board gets wiped. for such an infinite, red hart simply falls under "win more". it is good if you can put it on the board and just build your ants next to it, but is not needed to actually win.
and if you have that particular loop as part of the deck, you would rather want to have cards that either help you get to the combo or stall and make you win time to get the combo together, than this "win more" boss monster.
this is basically what i want to say. Red Hart and Lämmergeier are basically "win conditions" for "do nothing" infinites but unneeded win more for cards "do something" infinites. the reason they exist is that "do something" infinites are often convoluted and hard to come by (the most simple one being immortal warren/geck + ouroboros).
if i have a "do something" infinite like this, i would not pick the red hart. if i have a "do nothing" infinite like the infinite ants, then i may consider the red hart or the lämmergeier.
So ye. this card is literally the definition of "it needs a VERY specific deck for the card to be considered useful". especially the red hart. the lämmergeier is a bit more generic because it does not have a "maintenance" cost for its damage. and imo they are fine that they exist for this role, but they are simple not good enough to pull it off because of too hard to summon next to the loop. try drawing a "do nothing infinite + red hart/lämmergeier, AND get out 3 or 4 tributes quick while also being pressured by stuff leshy spawns, if you cannot do it consistently, the card goes from "win condition" is flatout an unsalvagable brick.
like i could go on about every infinite/super combo loop and the red hart/lämmergeier, but in almost all that i can think of, it falls either under "win more" or "it makes it too hard to setup consistently"
I would argue for the red hart to go in to specific deck because if you pair with black goat and undying sigils on both (from either 2 cockroach sacs or undying deer totem) it can get infinite attack in one round (kind of like a temporary ouraboros).
I think the red hart can be good specifically in a run with no boss rares as a bootleg ouroboros like give it and a goat undying with either a totem or two cockroaches and you got a pretty decent combo right there
Hello! A few things I disagree with: Ring worm/ Adder/The other one should go into at least Not complete trash imo. Free campfire can be really useful in alot of cases and they help achieve just that. With that aside, I feel like the card tentacle should also go into useful. With a single turn of delay it can go into a 4/1, and with 2 turns it goes into a 5/1. While that isn't the best, with being campfired a single time assuming you double proc it, a 3/3 into potentially a 5/3 or beyond is insane. As well as just generally being better than mantis, a 1/1 that hits the same as 2/1 bit disturbs blocking with mole man during the final phase of the fight.
Black goat is also a card I feel live should be raised from good sigils. Sacrificing it to the bone god makes it so you can play cards like vulture on the first turn with no downside, making a 3/3 attacker, and even a single mantis would win you the game from there. On the topic of bone cards, Bat being that high I highly disagree with. Flying sigil makes it so you cant pick off low health targets, and is just a nuisense. That lowers its value itself imo. I feel like it should go into trash, albeit at the top of the tier.
Cockroach should probably be raised higher, even though you said this yourself. It's still very usable in an insect deck, arguably the best type in the game, and outside it's still a 4 bone cost that you can tribute, while you put a worse one, somebody with a 1/2 statline above it, which I really don't like and it seems like it contradicts itself. Speaking of that, if Rattler is in not complete trash, I would expect alpha to be there also. They can output much more dps while being a 5 cost instead of a 6 cost.
Mantis being that high doesn't make sense at all when you consider your reasoning with cockroach, being that you mainly want to sacrfice it. Flaming is also doesn't make sense as you put the card dude not in the same tier as mantis, and when flamed with HP he's insane. That's all I really have to say, sorry for my comment being so long.
Ring worm is trash because removals are too valuable to lose a source of it. Almost every fire should be an removal attempt. By the time you’ve removed enough cards baring ring worm it’s at the end of the game and it’s done nothing. Unless you have a deck which is entirely mantis mantis god and dire wolf removals are better then 2 upgrades and even then only 2 attack upgrades would be decent. And if your deck is entirely composed of 3 types of cards all which benifits from stats more from hitting multiple times then you shouldn’t be drafting a ring worm because it doesn’t always get eaten immediately. Just upgrade your mantis god/gods once so they turn 1 lethal with 6 total damage then work on fusing the other cards to support their stats
@@ultimaterecoil1136 The main point where you wqould get ring worm is at the start during the mantis god deck, which is amazing, or at the first shop at the start using pelts, also amazing. Past that it's pretty bad don't get me wrong, but it isn't complete trash at all deu to the versatility if you get it at the start.
Even that aside, having a 2/1 attacker or a 0/3 tank isnt terrible at all worst case. You can also just quit out of the game and reload once you realize it doesn't sacrifice if you really want to win.
Your entire argument also continges on it being an attack, while the possibility of it being a health is still there and it could easily turn out to be one.
@@Dangerous_Luka if it’s health then it’s always better to be removal over a double stat up. There is no card that you can realistically get to make upgrading health worth. And the unrealistic fuses that do get ok mileage out of hp t( mole with flying blocking spikes and poison so every time they block they ko an opponent) realistically already have enough hp thanks to having the stats of 3 moles at least. You are likely gonna have at least a few cards in any deck that if played turn 1 can immediately end a fight. For example mantis god only needs +1 attack and with all 3 hits it does enough and with plus 2 it can do so with 2 same as mantis. If 1 or 2 upgrades doesn’t make a card reach an important threshold to win immediately it’s better to remove to get to the cards which can. For ring worm upgrades this only makes a significant difference for mantis mantis god ( but only in situations where it can only use two hits) and dire wolf. Unless you can attack upgrade one of these ( and a different one each time) every fire ring worm has actively harmed your deck by making it less consistent by lowering the amount of removal you would be able to do
What about get the Beaver or The Daus and give them the Amoeba sigil?
Inb4 you get an underwater dam
beehive is one of the best cards, because its the easiest way to create tribute/bee/bones/trinket spams, if you put the unkillable and/or the trinket bearer sigil on it
its not only good for decks that need lots of tributes, but also for decks that needs tons of bones
it just needs 1 sigil on it
Been looking forward to this new tierlist since the official release! I agree with pretty much everything Sifd, but I would put mealworm higher. I like to sacrifice it on an elk fawn or wolf cub, anything that has the fledgling sigil really.
THE Inscryption UA-camr
Once i managed to get the dam sigil and the buff sides sigil on a raccoon. It was super good tbh, free bones aplenty.
bruh the wolf helped me beat my first kaycee's mod run
Where did you get this tier list? One I keep finding is heavily outdated.
Wait a minute where is pelt lice? D:
mud turtle is a GREAT sigil imo. it's won me games putting that on a wolf cub or maybe a mantis god
Ouroboros with the Mealworm's sigil. Easiest win of your life.
The adder in trash tier is a crime
10:43 wdym it's literally a straight downgrade from wolf
wait wasn't rabbit in vanilla?
I think Ouroboros is barely playable in high level KCM. I always find myself taking Ijiraq/Geck/Mantis over it. I would maybe pick it up if I had clean maggots already on hand. Definitely not S tier.
the cat doesn't block the line forever actually, if you sacrifice it 9 times it will turn into 3 7 and lose its sigil
I did not see the flying ant...
Nvm i saw it i was confused why it was not a kaycee mod cqrd
if you put immortality on beaver, do you get free blocker cards?
22:20 That would be something really interesting to do
you can get the fledgling sigil on the beaver.
I'm not sure I understood his explanation around 14:25, but I don't think a strat of copying the apple to a buffed Ouroboros and then transferring again to another card. Once a sigil has been transferred to a card, that card is removed from the sacrifice choices.
He's talking about transferring the stats not the sigil.
@@vanhoe0 You're right! Put apple on chunky Ouroboros, sacrifice it to bring on a Mantis God, get triple chunky Mantis God. I think I was confusing the sacrifice altar and in-fight sacrificing. Very cool!
you can put rat kings sigil on cockroach and its pretty good
I renember using the horder sigil in a warren it was lowkey op
22:10 Hate to be the bearer of bad news Sifd but if you transfer the kraken sigil on another card it keeps the underwater effect but doesn't get the second effect of turning into a tentancle. Only the kraken itself can turn into tentacles in my experience.
It's kind of like if you transfer the hodag sigil on another card it just becomes the same as wolverine's
Is this 100% true/confirmed? :(
@@Sifd ok so I just double checked this by starting a new run. Luckily a beaver on the opening shop. Transferred the sigil and bam! 3 tentacles!
I could swear it didn't work for me recently but maybe it was a one time bug. Go go go!
attatch cockroach to corpse maggot to never lose to the moon or the boat
JUSTICE FOR OUR BOY FLYING ANT
hard disagree on turtle, tanking leshys high damage cards that are camping a spot and then more often than not killing them in 1 or 2 turns in insanely useful, not to mention the sigil on larva or anything in your deck almost is fantastic.
The guard sigil is very good against the raven egg ecounter for obvious reasons
Day 5 of asking Sifd to play P03 Kaycee's Mod.
I see you hearting these comments.
*Do you see me laughing my gamer?*
I'm gonna be honest, I completely gave up on trying to hatch the hydra and just went to fight the moon with the cards I already had.
I got it to hatch with a bit of planning and it was awesome, easily beat the last 2 bosses
Long elk should be higher if you have open space it generates value by making more sacrifices that have its sigils should at least be c tier
Why is beehive so much lower than warren? imo if you can buff your beehive at the fire/mycologist it can get fucking crazy. it also has the added benefit of belonging to a creed so you can always get a totem sigil in addition to other sigils you add to the hive. both of them carry over on to the bees as well. not tryna be a dick just genuinely curious
I really like both but the difference between something like an unlikable Warren vs unkillable skink/beehive is the card advantage happens as soon as the card is played. Skink and beehive require taking hits to get card advantage, so while they are great and a no sigil beehive could get more out of it, it takes time which you sometimes don't have
Keep it up!
Next video: only choose the cards in the worst tier possible (can choose if two cards are in the same tier)(reroll if there’s no card below good sigils)
Red Hart + Infinite Black Goat + Ouroborous is the perfect combo... just saying. =P
It's an undeniably great combo even without the red heart, maybe you just get more teeth
I'm about 8 and a half minutes in and agree with most but the cat is too low. The cat only clogs lane if you lack experience as its not infinite sacs it has 9 sacs and becomes an undead cat.
Cukoo should be moved to useful because it is a very good card, but theres a chance that the egg is not a broken egg and is a raven egg so if you get that chance it can screw over your game
cat can transform after 6 sacrifices
oh well for me skink is A because of how flexible it is.
magpie is the epitome of "good sigil". you can't guarantee drawing it with fair hand because its two blood. 1/1 for 2 blood is some of the worst payoff in the game. i immediately sacrifice it and put its sigil on my 1 blood or at the very least a better 2 blood
Ah yea, mantis god cult mod tier list
this is tier list sifd
The worst part of ring worm is that once it’s even been eaten it’s still trash because removals are generally better then 2 stat upgrades
Actually iam gonna try the great kraken on the beaver today
I'm really late, but how did it go?
@@PrivateDaisy i don't really remember but i think it was insane
@@abooodx7969 so it works. I'm gonna try that as soon as I'll manage to beat all Kayce's mod levels.
Yo imma steal your idea but I don't record my gameplays so don't worry.
I put the tentacal sigil on the beaver but only got to play it once and never again. I ended up having two runs with king fishers of doom instead because I couldn't find the beaver my first run. It was still fun nonetheless.
Nice tier list, but I would want to know what it is to you the worst card on the game
Definitely the river otter. Should have been a 2/1.
@@impossiblehanley2732 Red Hart is worse than the otter imo. I don't see myself picking it up intentionally. Like he said, if I have infinite sacrifices I already won, I don't need to win more
44:53
30:20 Try to creat the Pelt of doom
U know what to do. Write that down write that down
How much would it annoy you if someone simply commented: "first"?
Just ''first'' nothing else
I have a challenge idea: download mod that lets you remove specific cards and leave only trash tier cards in the game
That's to cruel
Love u :)
Yeah sorry but ant cards are total trash. If a card needs too much setup to be worth it, and even at it's peak it's just ok, then it's effectively trash. It also requires a very special, hard to maintain deck. Also beehive is nice, it's like a slower warren, but bees have the option of giving you an extra bit of damage, probably not complete trash or good sigil tier.
There's an ant starter deck
Hi
This is a crazy inaccurate tier list. Adder should be in "Good Sigils" tier. Adder is also a good card to use for campfires, if the campfire gives health. Either the Adder becomes a 1/5 with Poison, or it dies and you now have free campfires. Mantis God is only good for its sigil. Cuckoo and Magpie are only good for their sigils. Black Goat is an easy win. Ijiraq is a bad card because it ruins the fair hand mechanic. I could list everything wrong with your tier list, but if I did that, I'd just be listing everything. This whole video is essentially worthless.
What a bunch of crap. Who cares about tier lists if you don't draw these cards ??? You can spend many hours playing and never see most of them because you need luck. This is a luck game, not a skilful deck builder.