I manipulated the save data and gave them to creatures to test them (They are sigil ID #90-98). Despite their icons being in the game, their effect is not implimented.
ant spawn + undying on a zero cost card is actually hilarious Play for free, create ant in hand, sacrifice to play ant, repeat forever to replace any ant losses
Absolutely terrifyingly effective sigil combination that I encountered during a playthrough. Corpse-eater and undying. The creature is destroyed by battle it will go to the hand and then instantly play itself.
@@averagemarvelenjoyer6489 wait...does the field mouse sigil activate when the corpse eater sigil does? Either way, it wouldn't be any more effective than undying, except in the case where you wanted to put it on multiple lanes which you couldn't do with just undying. Also:burrowing is really great for that combo, because not only will it survive forever, it'll also block every lane
@@ProbablyEzra you get the undying and corpse eater combo then sacrifice a mole man to em you get a god level tank that even blocks air and is basically immune to poison.
Poison has no business being in trash. Yes, it doesn't do anything on your megabusted card, but it works great with multihit or spikes , is decently common to find and helps you actually get to the point in the game where you can start doing broken things. Drawing something like a bullfrog at a bad time can be game loosing, but poison creature at the worst will trade for whatever most dangeous non-swimmer you want. Putting it next to flying and leap is a joke.
I disagree with a ton of the low ranking sigils, but Poison is at least useful. Put with any multk-attack and it becomes a nuke. If not, it promises one unit dies. If the poison has needles, then they kill the enemy for hitting them, etc.
Trash sigils should be ones that potentially make your unit or the playability of those units worse or harder to use. Poison never makes your unit worse and pretty much always makes it better, so I cannot see poison being trash and I think should really be moved up one or two tiers.
The point is that in most cases poison its a trap. If you have a card with poison it doesn't need high damage so you won't flame it (but you want the highest damage possible in general) and if a card have high damage it doesn't need poison so in most cases its a useless sigil. To simplify you don't want a card with low damage that does nothing and you also don't need to put poison on a card with high damage.
lets put it this way, poison is the reason you can beat act 1 on the first round. there is not a chance that a sigil that is literally able to kill the moon instantly is bad. this guys take on poison is bad imo.
@@FaultyWires So only because poison is good against the moon fight (and the moon only) its a good sigil? I don't think so. Besides that the moon its pretty easy to kill, sometimes you need to try not to kill it.
@@corumba0349 "only against the moon" since when. you ever bothered to beat the first act in 1 round. those grizzlies are oppressive as fuck. just kuz you dont think the sigil is better than some others doesnt make it useless trash tier. it belongs in at least useful.
best squirrel is the immortal one, or the one that replicates. You will never run out of squirrels and will be able to sacrifice whatever you want (and use it for ouroboros stacking xD)
This tier list reminds me that even when many sigils are trash, all have their use and good flavor to it. For example the arrow one is on an Elk, which is basically creature that likes to walk around. Hefty is on Moose (bigger Elk, to oversimplify) thats why he pushes things, posion is on posionous snake, flying is on creatures that fly (birds, bees etc.) and waterborne on mostly fish. Sure, mechanically they suck but flavor wise they are very nice. This is also nice contrast to P-03 section where he doesnt bother much with "trash sigils", often even using them as a debuff to justify their stats (like 49er. 2 energy 1/1 is cheap as heck, but he moves around so he is less reliable) Also i think you forgot to mention that posion can kill the moon, which can be very useful sometimes. You cant really one shot moon with even high stat card, like 5/5, but 1/1 adder can!
@@woomod2445 this is why I just didn't like act 3 much at all. It was just way too rigid and there wasn't anything with any flavor in the game. Oh also not a fan of the energy system.
@@TheVojvoda i completely agree but that was on purpose. His whole shtick is mechanics and strategy at the expense of all else, its meant to really highlight the difference between the scrybes and their personalities.
@@MrDizuki cheap, and also the weakness of the sigils (tanking damage KOs most low cost units, movement tanking doesn’t help when your side of the board is fully covered) is covered by the Moleman’s health and cost. It’s a minmaxed tank
Its still not that good. It’ll never win you the fight the moment it’s played. It can make inconsistent decks more consistent but trying to go too long will inevitably make you still have inconsistencies. Ideally you take it as your first rare while you haven’t gotten as many removals and strong cards as you like and you remove it as your final removal which it can be quite handy for but it’s not something you want in the longrun
@@HamburgerPenguinz the black goat isn’t THAT good. Like yeah it’s a good card in a deck that needs it but unlike a cat or a warren it’s rather awkward to add. Both of those cards are useful in any deck while goat must be built around. So either your deck doesn’t currently want a goat when you take it you used the goat starting deck or you are dying as your primary damage is 3 cost but you can’t play them and are hoping you can find one to save you. Where as warren just good no strings attached you can use it for both extra blood cost cards or 1 more small blood cost card. Also I never said mole man was completely garbage it just Is often the correct choice to try to remove late since you really wanna ko both of the non moon final boss phases in one turn so you don’t get hit by boss affects since by that point losing a card or two to them can be massive if not run losing so a no offense card is really bad to draw. It can be correct to take for your first rare when you haven’t gotten enough removal to make your deck consistent yet. It is specifically very good when the rest of your deck is garbage aka it’s almost always correct as your first rare ,but unless you somehow manage to get 2 with poison and spikes fused it’s not really all that great late.
For the "Repulsive" sigil (the "No" sign), it doesn't cause the thing to be unkillable, it is simply immune to direct attack, anything that undirectly attack the enemy (Sigil that causes damage when NOT attacking like sharp quill, the ability that trade energy for damage (plasma jimmy I think is the name), explosion sigil, etc) WILL still damage the enemy, overkill damage can potentially kill it too, (it never happen in the game tho, only force mage is played in act 2 and it is on the board on turn 1 when against the dummy)
Flying shines during boss fights and any fights that put you against many cards at once - you can just win instead of having to deal with all the opposing cards. They're also very nice in fights where the enemy has any 0 attack cards, as it locks up a column to your advantage. Flying can also help you out if you're ever in a situation where you can't kill the enemy cards fast enough to prevent lethal damage. It's not a particularly strong sigil, no, but it has plenty of situational use and can trivialize plenty of fights, which definitely makes it better than the other trash-tiers
Funny how the airborne sigil manages to beat him in some runs. It just so happens that it's a sigil that is very good for Leshy since he doesn't need to sacrifice or to use bones to summon them. Oops, he actually says this in the video. Oh well, I'll leave this for the youtube algorithm.
@TheAuthorIsNotDead It was a joke and was my funnyest run . Also ye -flying would be bad if it was like ,, Direct attacks " in YU-GI-OH , but there you cant attack on the first turn and the LP(hp) is FAAAR too big to matter. But in a game about ( first to 5HP win ) if ballanced for PVP - flying would be op.
Flying is pretty much only good with bifercating strike and high attack, to make sure that both attacks land no matter what the opponets board state is like. You dont need board control if you just win, but with bifercating alone its not always a guaranteed win.
On this note, my first full win was actually thanks to a flying unit. An un-buffed raven with trifurcated strike on it. 2 flying damage in 3 spots made for 6 damage, and thanks to deck-searching squirrels I could do that turn one every fight. Every fight was a round 1 win.
With the death sigil you can 1 shot ANY unit, I Hope you understand It, in fact It can make the Moon fight 10 times easier and faster, while for Flying, It's o.p. on the uroborus. Lastly, the infinite unit sigil can be used on low cost cards that riproduce themselves or on SQUIRRELS: It Is the strongest sigil for totems. You should count It since THAT Is an Easy win
Most units have little enough health that a decent creature 1 shots them anyway and the moon isn’t really threatening anyway. Although I do think it belongs in B or C, leaning C. As for flying, if you have an ouroborous, you’ve already won anyway, regardless of sigils. So you win one turn faster if the board happens to be completely full (which rarely happens anyway). So what? And he explained his logic on unkillable pretty well. It’s just not as busted as the true top tiers, still strong af.
So basically, poison makes the easiest fight in the game easier, flying is op only when on an already op unit, and undying is strong on squirrels, but still not as good as the field mice sigil.
@@supC_ that's when the poison come in and shots your uroborus, and he Will keep putting cards behind while Flying you can put It anywhere and insta-win
@@zaro8845 1) the Moon was EN example, you can use It to kill the mule faster, in urotopia It helped me very much with the strong Orange units (Sorry i don't know their name in english) and if you are blocked on a colon from an average or strong card It can pretty much save your ass 2) yes, because the damage of the op unit Will go straight to him regardless the situation 3) i never saw an available field mice sigil on a totem. if there Is, It Is stronger, but i only found undying so far
@@supC_ and I don't think he explained very clearly, he says It has to be on a strong and low cost unit so It's not worth It and then he starts talking about how the sigil that put units down for free when another One dies Is good on urayuli. Is he talking about the sigil, or the cards with the sigil? And he puts the sigil instantly on top row, without considering the accidents maybe caused by POISON on the other side, so that the urayuli dies immediatly. He Is following his idea Building the sigils how he wants, he's not considerating everything. Anyways, I'll stop editing now.
Your ranking kind of touches on this, but I feel like it should be stated outright that Fecundity(Field Mice) is in general a superior version of Unkillable which is in general a superior version of Many Lives. I'd also say that Fecundity is in general a superior version of Rabbit Hole and Ant Spawner. This is especially true if Fecundity is applied to a zero cost. It seems like any combo for Unkillable, Many Lives, Rabbit Hole, or Ant Spawner could be done just as well (if not better) with Fecundity.
Fecundity Squirrel Totem? You've basically won the game. Infinite meat shields and sacrifices! Can not go wrong at all, short of an onslaught of flyers.
Issue is that it seems situational. For maximum use, it would need to be in the middle two, have a large enough attack, and get you ahead enough that you don't mind it dying by your next turn
Bees+unkillable is one of the strongest combos I've ever seen. Because you'll get infinite unkillable bees. That's infinite sacrifices, infinite flying damage, and infinite cards to use as defence.
In kaycee’s mod I managed to get a Daus with Bees Within and Worthy Sacrifice, it was insane, it gave me up to 6 bees with Worthy Sacrifice, that’s the equivalent of six free goats. That isn’t even counting the extra three goats the Daus gives on its own. I got it by duplicating a goat, sacrificing it to give its sigil to the Daus, and then got a Hooved totem with Bees Within. Absolutely busted
29:20 "A unit being powerful is not an argument for a sigil to be powerful." you *MUST* consider a sigil´s intended purpose when considering how powerful that is. That defeats the point of like... half the sigils in the game as they would be trash on the wrong unit type anyway... things like multi-attack is only good if a card has a decent attack, if you put them on Mole or Moleman it would be equally bad as flying. Things like poison are good for weaker units but useless for strong units as their usefulness comes from it giving more damage. Now occasional bonus damage is not great and won't win you games by itself, but it's still going to consistently win you more games than flying ( even if it won't do it faster ) poison and waterborne main uses are to make mediocre cards to make bad cards better with few upgrades. Similarly, waterborne is effectively a different and arguably worse version of the "Unkillable" sigil as it prevents the card from dyeing without the cost of resummoning it, but does not stop damage. It's going to be better than "Unkillable in the rare situations when you brick your hand with bad and/or expensive cards and you can´t afford to resummon a unit, but would otherwise be worse. Its usefulness comes from being a reliable way to keep units alive, WHICH IS GOOD but isn't the best way to win the game because at the end of the day you only need to do 5 damage to win. Stalling for time by doing small amounts of damage until you can draw your OP cards is a viable tactic. Granted, since the game isn't the hardest deck builder in existence that is rarely important unless you are really unlucky or are doing challenge runs. It's not very fair to say that a sigil is on the same level as pushing/moving units around (which does nothing most of the time) just because they are not optimal on stronger cards. Also if you ask me, "Bone king" sigil is nowhere good enough to be A tier even in a bone deck and should be B tier at best. *TL: DR I don't agree with some of your opinions and you should move poison, waterborne and flying to C tier or make a D tier above trash tier as they are miles above everything else in the trash tier*
He means as a response to "oh but if you enflame a waterborne creature and make it high attack it's good," which can't be used as an argument as anything with high stats is going to be strong, regardless of sigils. For ratings based on the cards that already have these sigils, he also made a tier list addressing the cards themselves with their sigils where shark was rated higher for example.
Imo flying and waterborne are practically taking from your card instead of adding to it, either tanking damage or dealing damage to and from the enemy deck and that's simply not a good thing to have
@@Ely-cw4is Lol, so you are saying that you would rather have a creature with no sigils instead of one with those effects since what you are saying is that cards with those sigils are worse? Well, you are entitled to having a different opinion but I don't think those sigils make the cards worse by any means.
@@MegaHuntress i can say id rather have a unit with no sigils than a unit with waterborne. Flying is different, but id rather have a mix or no fliers than all fliers. Theres also the little detail that having either of these sigils transferred onto something has the opportunity cost of not being able to transfer other sigils on it
I very much like your explanation on flying not being good. The player has less value per turn than Leshy, so you have to be smart and eek out every advantage you can. Flying makes it so you can no longer gain any advantage on the board, while Leshy gains even more board advantage. Flying should only ever go on something like an Urayuli so the moment you play it you're guaranteed a win, but even in that niche there are still better sigils for that purpose like double/triple attacks.
7:58 Actually, there is a pretty cool synergy with bells. If you transfer that sigil on the bell tentacle it will have +1 attack for each bell + their classic atack, up to 5 attack, which is more than regular 4 and also allows you to play it on the second left place and still getting 5 attack. Maybe it's only work in Kaysee's mod, i don't know
Fecundity is indeed a great sigil to have in Inscryption. Especially for the Squirrel Totem mostly. Because placing a Squirrel with this sigil just creates another one in your hand so it multiplies infinitely and you do not need to draw another Squirrel card and just draw a card from your deck as many times as you can until it runs out and you have to draw another Squirrel card still. It can also be used to block only opposing cards that have no airborne sigils while you keep on drawing cards from your deck. Overall the best sigil in Act 1 especially for the Squirrel Totem. If you manage to see that sigil for your Squirrel totem by chance of luck, get it immediately and never replace it in your run. Similar to the Unkillable sigil but even better as it multiplies when played. Surely you'll be nearly unbeatable with this sigil for your Squirrel totem.
Honestly, if someone was able to get ourobot to high levels in the second act(*cough cough* magnificus dummy *cough cough*), ourobot would be more a powerhouse for me.
I agreed with you until you said poison was bad. I understand that it makes anything with more than 1 attack worth less (not worthless just worth less overall) but I had accidently left out the 1/1 poison snake in the final battle the first time I played this game and it killed the moon in one shot. I don't know if that was patched out yet, I haven't tried it again but the poison sigil has earned a place in my heart just to know I can one shot anything that can't go underwater. And I'm not saying its A tier but at least high C low B tier, imo.
I still remember the mole with Bee Hive against the Mantis God... a thing of beauty also, the 2 Gecks fused each with a Sigil, a Unkillable + Mice combo... and an Ouroboros on hand
Fun thing with the ants, you can use totems to give all insects ant summoning, this includes the summoned ants, so infinite ants with a deck built around high cost bones cards is really good and is how I beat the moon for the first time
Alpha sigil plus dam builder or something similar could be a good way to spawn automatic 1 attack 2 health units Also: something to test is sentry plus touch of death plus guardian, if it works right it is basically an instant win for the whole game And finally poison plus trifurcated is cracked, and poison insta kills the moon
So I had an amalgam with the corpse eater sygil , with a totem that lets my squirrels return to my hand after death...and that broke the amalgam , it could die and instantly returned back to where it was placed because of its own death which seems op , immortal unit , not even the prospector hit during the final boss stopped it
@@bruhder5854 It dies , goes back in my hand and somehow the corpse eater sygil triggers the exact same moment because of its own death , so it just takes the same spot again
If you were wondering, immortality and corpse eater are a combo. This means if whatever that unit is dies, it just puts itself back on the board for free.
Flying is utterly underrated here. It's solid B-Tier in my opinion. It's good to contribute to a killing blow when there are no more open files available and it can be used to "lock" a file in your favor. E.g. if you've got a boulder or an enemy with low attack value on a field you can place a flying unit in front of it for some extra teeth on the scale each turn.
If you have immortal on the corpse maggot sigil, then that is an infinite-blocking unit. It'll die, return to your hand, and then play itself on the spot where it died immediately.
@@armoredanteater609 Well yes, that's true, but theorycrafting is irrelevant. You could potentially have a card with 6 sigils and 10/10 in the right circumstances and it'd all be a better option. The point I'm making here, is that there are 2 cards with Unkillable - one of them being a common card, while Fecundity is only available from Field Mice. You're more likely to run into Unkillable than you are Fecundity, and both Unkillable and Corpse Eater are both from the bone pile, making it much more likely to stumble upon it in random draws.
Wow, I could not agree less with the placement of Mighty Leap/Flying Block (as I came to call it through my playthroughs). I've gone through a bunch of runs of act 1 just for fun (and also beaten act 3 twice) and getting good flying block was a decent factor in whether or not I won the runs. (I found it to be particularly useful on the empty vessels in act 3 and went for that upgrade on both of my runs.) It's because of the way Flying is balanced - Flying is super good for the DM (Leshy/PO3) because they don't have to do sacrifices or otherwise worry about costs, but bad for the player because we do. For the exact same reasons, the opposite also ends up applying to flying block - it's super useful because it can keep you from dying to the DM's flying spam, while it's neutral to bad for the DM because it doesn't particularly matter to the player whether their flying attack deals direct damage or hits the creature across from them - the latter scenario only extends the battle by one or two turns. I also hard disagree on it only being good on Mole Man. The first thing I did on basically every Act 1 run was rush to a combining alter, and if I didn't have anything else good from the early card rewards, I'd put the flying block from the starting bullfrog on the stoat, since it's essentially a free 1HP upgrade that gets a card out of my deck at the same time. Mole Man is okay, but until you can get it an attack upgrade it's just stalling - what's really good is when you can get the flying block on a creature that *does* have attack so that it's dealing damage instead of just taking hits. Think of it this way: Waterborne and Flying Block are essentially opposites. Waterborne makes your opponent's creatures into fliers, and Flying Block makes your opponent's creatures into grounded units. It buys you a lot more time by preventing direct damage, which can be very important. For all of these reasons, I'd personally put Mighty Leap/Flying Block close to the top of B tier - it's not in any way overpowered, but it's *very* good insurance against getting randomly killed by Leshy sending in three hawks on a single turn.
I like this opinion. You shouldn't ever go out of your way to get it, but if you can kill two birds with one stone by sacking the bullfrog onto something else there's no reason not to.
Got mighty leap squirrels in my Act-1-ending run, saved me a lot more than I thought it would. Though unkillable squirrels was leagues better. Especially with 5/5 amalgam. Infinite Squirrel Wall!!
Few complains I have: - Touch of Death is Ridiculously powerful, slap it on a Bifurcate, Trifurcate, or Sharp Quills and it becomes incredible. It instantly kills the moon, Is an amazing totem pick, and is great on the many many 1 attack creatures. - Loose tail is busted, It synergies very well with most sigils, and even alone blocks 2 lanes and potentially leaving up another sac target up afterwards. - Bone king is so bad, Why would you invest in a sigil that require a creature that you spend blood on to die to get 3 more bones? You can't justify putting it in A because Rat king is great as a sac target because that is situational. - Airborne is at least C tier, I don't like how you put it as the baseline for trash as its flexibility and usefulness is outstanding. It is literally broken against the Angler(Playing a raven and spamming squirrels wins you the fight), very good against the Prospector, and is solid overall in normal fights. - You forgot Moon Strike and Tidal Pull. Otherwise I pretty much agree.
more then tier list, is a combo list, ex: Fecundity on bear is bad (need a lot of blood to make this work) but Many Lives with Worthy Sacrifice is insane combo and make even no sigil cards good (look at u Urayuli), also: Trinket Bearer with Fecundity in rat/s (infuse ) is crazy good, make infinite itens Unkillable with Corpse Eater is infinite blocker etc
The only issue with the search signal is potentially decking yourself. I had a wooden idol with squirrel head and search body, and it was HILARIOUS. I fought the Part 1 boss, and he gave me the Draw Twice boon which… I won, but I ran out of cards REALLY fast.
I had that too but I never ran out of cards because my deck was just bloated with random shit. I always went with overkill (Larva with God mantis sigil) that consistently gave a massive overkill (20-30 teeth) which I sold for more cards and yeah it became trivial.
Hey Sifd, I just recently started watching all your inscription videos and I think you’re great. I just realized today after watching all your videos I wasn’t even subscribed. I definitely think you should start asking for subs at the beginning of your videos. It may be taboo but you definitely deserve the subs for the amount of time you put into making these! It’s a helpful reminder!
Fun idea to immediately win. Put undying, corpse-eater, and burrowing on a singular card (also flight-blocker if you can). Play it. It will move infront of any attack. If it dies, it will go into your hand and immediately play itself again, allowing this singular card to block all incoming damage all the time, no matter what. In case you're curious, yes this also does work with mechanics like the Prospector's board wipe.
Flying is only useful if you put it on some mega attack monstrosity (Ideally with trifrucrate) so you can 100% ensure victory. One of the most insane totems I've had was squirrels that generate ants. Just keep drawing squirrels and flood the board with ants. You can immediately sacrifice the squirrel for the ant you just generated.
I was thinking of some theoretical buffs to a few sigils: Flying: You don’t just have to hit Leshy, you can also do a swoop attack to hit enemies. Perhaps it could even do more damage depending on the blood/bone cost of the of the card if you want it to be really broken (like one extra damage for each blood and one extra damage for every two or three bones). Flying creatures can only be hurt by units with a flying or mighty leap sigil, or thorns if they swoop down. Mighty leap: while it tanks just the same against flying attacks, it cancels out all damage from grounded attacks. An urayuli could attack a bullfrog and it would deal no damage, not even overkill! Waterborne: blocks damage equivalent to half the waterborne creature’s health without dealing any damage to it. If the amount of health is odd, it will always negate half of all damage equivalent to its health -1, but has only a 50% chance to prevent one extra damage. A waterborne enemy can only be damaged by thorns or other waterborne enemies, as a waterborne card can stun another waterborne card to attack it. This does go both ways though, so be careful. Whatever the Bloodhound’s sigil is: simple change. Every time a card isn’t placed in its lane, it does an attack before moving over. Even if it can’t move over, if the card is not in its lane it will do a bonus attack. And this isn’t just one damage per bonus attack, the creature with this sigil is actually doing an attack that they would do if they were regularly attacking. This includes bifurcated, trifurcated, and double strike. This sigil on a dire wolf would go crazy. Swift or whatever the elk’s sigil is: Can move left or right as long as there are no obstacles, or stay in place even when there are no obstacles. Will only take one damage from any attack that hits a creature with this sigil (would make the elk significantly better and maybe better than the fawn just slightly) and no overkill damage or damage to you is done. Hefty: Can move left, right, or stay in place. If reaching either end of the playing field or will be pushing a card at the edge of the playing field, the card with this sigil or the card being pushed goes to the other side. Example: moose buck is in second position from right. Ant queen is all the way to the right. Worker ant is on the leftmost space. Moose buck moves to the right. Ant queen is placed on the leftmost side and worker ant is moved to second spot from the left. If a card kills this creature, it will do a final attack that works like a last ditch thorn attack but deals as much as a regular attack from the creature with the hefty sigil. Wild Bull’s sigil: Can move left, right, or stay in place. If one of your cards with this sigil takes out a card, it will go into your hand with the health it had before the final blow but all other stats remain unchanged. Dam Builder: makes two dam dwellers on either side of the card with this sigil that are 0/4 but are able to be sacrificed due to seemingly having a beaver inside. When sacrificed, it will give you a 0 cost 0/4 dam in your hand that cannot be sacrificed, also both the dam and dam dwellers will have the sigils that the card with the dam builder has. Bell sigil: gives two 0 cost 2/2 bells that cannot be sacrificed. They have the alarm clock sigil and if the card bearing this sigil will instantly kill any card that destroys a bell, as well as killing the card behind in overkill. Wolverine and Hodag’s sigil: every time a card is played directly in front of a creature with this sigil, it has a 50% chance for its attack to go up. Whenever a card with this sigil damages a creature, it will gain 1 attack 100% of the time.
The thing with flying is it allows for some really broken turn one wins with no counters especially when paired with bifurcation. It doesn’t matter if the other side is covered in logs or whatever, as soon as the unit it placed its game over.
I still want to experiment more with the evolving sigil. As I bet that mole would evolve into mole man as well but haven't gotten to check it yet and there are a few others I'm curious about
Burrower+Undying+Corpse Eater(Corpse Maggot's sigil, places on board from hand for free when a unit dies) is a really good combo(moreso with air block) because you become literally immune to damage, so I'd put the burrowing sigil above flying, though I'd concede that in a lot of cases it is pretty iffy. Maybe another row above trash which would be 'Has potential' should be added, like how flying could make the difference on a high attack minion(like moth man) but is usually trash because in far more cases adding flying to a card is a nerf
When will you use flying? To ensure Ouroboros 1-shots the enemy immediately even when they start or have an entire full field. Flying has a lot of uses, it can be used to lock down a lane for a 3 prong combo, as you have a limited number of slots while if a flying unit has 1 more attack then the unit on the ground you are able to ensure chip damage rather then dying. Remember health is a thing, just because you have high attack does not ensure high health or that you'll be able to survive 2 fights.
Even then, chances of you getting ouroburos and leveling him up to a point that allows you to one shot something in the main game (the story mode of act 1) is pretty much useless. Pretty much every time I’ve seen something that was flying, they usually were either easy ish to kill or really… really annoying, or just something that is ignored almost a lot of the time. Hell, even if I plan to use it on someone, the absolute chances of getting a flying sigil character are low at least for me.
Cards like ouroboros and mantis god are already easy win cards. Just put them in an empty lane and warm mantis at a campfire. As for your uses. Clearing the board has more value than trading weights on the scale. Flying is a negative since it often prevents you from board clearing while your creature continues to take damage. Really, all flying allows you to do is prolong the game more than needed.
With Ouroboros it only spare you a turn, not a big deal on most of the time. Besides that anything on Ouroboros is good because Ouroboros is broken, thats not a real argument. And the other scenario you described is almost the same thing, you either will win on the next turn anyway or die on the spot.
In other acts no, but this is act 1, which you are allowed two lives and since bosses are high stakes, I.e you need to beat them with one life, you get a smoke card as a result (or greater smoke if you blew out the candles near the caged wolf).
Dam builder on black goat is insanely good allowing you to have three three blood sacrifices on turn one and you dont have to clog a lane like with the infinite sacrifices one
Actually I think bone lord should just be useful. It’s really good in concept but the problem is that there just aren’t enough strong bone cards. Maybe if you wanna play the turkey vulture but that’s just so niche
Funny loop you can do with the Corpse Eater sigil, put it onto a card with Undying it will go back to your hand and instantly replay itself onto the field where they died (Found this out because a friend of mine got an enchanted Corpse maggot from a cave event I think)
The bone sigil ranking seems out of place next to the triple sacrifice sigil. I know it's "reliant on your deck" but like, worthy sacrifice will get you a bear. Bone king will get you a bat.
i think the main difference is worthy can get you A bear, bone king can get you a insert bone unit that you drew later here. Worthy needs both in hand at the same time, bone can improve later turns.
@@fdragon77fk I'm pretty sure the only cards that start with bone king (besides the smoke) is the rat king, which is like a more expensive bat. Sure, it's better than a black goat's stats. But both of those cards are pretty bad on their own, and it's more the sigils we are interested in.
@@pickleplayer33 i know, the bone king put on another unit is better for a bone deck than worthy sacrifice in a blood deck i think because bones are a resource that persist between plays letting you save them for when you need them rather than needing both cards in hand. plus you can't waste bones like you can blood.
I saw someone get an unkillable totem and they used it on a squirrel and they just sweeped through the whole game with infinite sacrifices lmao it was insane
My reason that flying is somewhat useful is that if the opponent also has a flyer with low attack you can play yours and either do more damage each turn or do equal damage
That frozen sigil only unleashes a possum. Leshy had it on one of his "death" cards, and I wondered what the hell would be unleashed, but it was a possum.
Honestly, the rabbit Sigil is super useful on its own, but becomes game breaking if you add the field mice sigil. You can just sacrifice the card to play a copy of the card infinitely, generating infinite bones and free cost rabbit cards. Even better if you buff it with an attack fire, then you can fill the field with copies that you can replace every turn. Works against nearly any combo except flying. Best part though? You get both cards needed all the time in the opening draw for Kacyee's mod
If you have the card search sigil on the skink or vice versa, when the tail is created the sigil activates again and you draw another free card, same with other sigil that activate once when you play the card
I know a tactic in the I Act that completely break's the game. You will need to look for a lot of carving's until you find the carving that I forgot the name of but it makes so that the card that has It will return to your hand once it dies. And the combination is to put the squirrel totem on the undead sigil and no matter how many times you sacrifice it, it always comes back and can be also used as a defense.
in this game everything can be broken the point is how hard/time-consuming/luck-dependent it is to make it broken For example the triple attack sigil needs just 2+ attack on a card to be very good The bee sigil needs a little bit of tinkering around and it usually isn't really worth it in comparison to other things you can either choose as cards or sacrifice for transferring I would put it into a category "a novelty which is fun to pull off, but not really strong over all"
I agree with everything beyond Poison in Trash - very strong on any no cost or one costers - especially the Mantises, and let's not forget it allows even a no flame Adder 1 shot the moon.
Plus some rankings could change thanks to the combos or the difficulty increase. Like the new Cuckoo sigil, which really lets the Airborne sigil be useful. I mean, most of Sifd's runs have him using a ton of Airborne cards.
Common misconception: the bellist Sigil means the card attacks and kills the unit that killed the bell. The Daus actually has that in its rule, similar to how the Oraborous gains health and attack when it dies. The bellist sigil is just a special dam builder
Poison should be Useful, because it basically raises your Unit's attack to match your Enemy's Health when needed. Bi-horns should be Easy Win, because you just have to slap that sigil on a 3 damage Unit and win on turn 1 The 4-Bones should just be Useful, because it's only +3 bones and the Immortality Sigil could theoretically get you infinite Bones. Fly-Blocker should be Better Than Flying, because Flying works better for Leshy (like you said in this video) and Fly-Blocker comes with no down sides. Bunny is arguably just a better version of the Skink-Tail, as it goes to your hand for you to play whenever and wherever you want, while Skink-Tail doesn't even work if you have all surrounding lanes filled.
Infinite sacrifices deserves to be higher. Most times I lose a run is because I need to draw both from my unit and my squirrel deck, which means I take twice as long to set up. With infinite sacrifices I can keep drawing from my unit deck, almost doubling the amount of cards I can put out.
Wait, what unit has the skull worm? I don't remember ever seeing that one. I've also never seen the tutor sigil IRL. I also didn't realize field mice were in Act 1.
If you have a bone deck, sacrifice the 4 bone sigil on a 1-3 cost bone card, then add the sigil where if it dies it goes back to your hand, infinite bones
Actually, the triple blood sigil is an easy win if used on the rodent totem. It basically makes all your squirrels three times as valuable in sacrifices and lets you play almost any card instantly. It allows an instant win with almost any cards in the right deck, as long as you draw something, anything, that deals at least 5 damage, like a grizzly with +1 power from a campfire, or a unit with triple attack and at least 2 attack. Basically, it allows you to win in one turn by directly letting you play an OP card.
I love the amount of depth and complexity that has been given to leshy's game despite kaycees mod being incredibly difficult (or Mabye I'm just bad idk) it was definitely needed to increase the playability of this amazing card game
I’d say that bifurcated strike is on the same level as trifurcated strike because in a decent chunk of bosses you don’t want to hit forward because of their gimmicks. You don’t wanna hit the bait you don’t wanna trigger the traps ect. It’s specifically better to not hit forward to deal with gimmicks
Fun fact: in the end of the game where you fight the other 2 scribes, you can open their rulebook and see a bunch of joke sigils
They are in wiki, and soon I'll add icons for them
E D O X I A
I manipulated the save data and gave them to creatures to test them (They are sigil ID #90-98). Despite their icons being in the game, their effect is not implimented.
@@diegourielastorgadiaz7369 QrJEF5Denm is the code for it
@@LoerisOtter Guess I need to buy a VR headset lol
ant spawn + undying on a zero cost card is actually hilarious
Play for free, create ant in hand, sacrifice to play ant, repeat forever to replace any ant losses
He basically did this in a vid already with ant squirrel totem
it's also good to get on your squirrel/bee totem, ants are insanely powerful if you can guarantee a lot of them, and any endless supply obviously does
i made a deathcard that does that. called it "ant hill"
undying? or do you mean the rat sigil?
@@DreamApostle128 undying is the cockroach/oraboros sigil
Absolutely terrifyingly effective sigil combination that I encountered during a playthrough.
Corpse-eater and undying.
The creature is destroyed by battle it will go to the hand and then instantly play itself.
Oh, nasty
I'm-a gonna need to create-a deathcard with said sigil combination.
@shinraset corpse-eater and field mice sigel then its legit unkillable
@@averagemarvelenjoyer6489 wait...does the field mouse sigil activate when the corpse eater sigil does? Either way, it wouldn't be any more effective than undying, except in the case where you wanted to put it on multiple lanes which you couldn't do with just undying.
Also:burrowing is really great for that combo, because not only will it survive forever, it'll also block every lane
@@ProbablyEzra you get the undying and corpse eater combo then sacrifice a mole man to em you get a god level tank that even blocks air and is basically immune to poison.
Poison has no business being in trash. Yes, it doesn't do anything on your megabusted card, but it works great with multihit or spikes , is decently common to find and helps you actually get to the point in the game where you can start doing broken things. Drawing something like a bullfrog at a bad time can be game loosing, but poison creature at the worst will trade for whatever most dangeous non-swimmer you want. Putting it next to flying and leap is a joke.
Also poison can be used to kill the campfire survivors.
I disagree with a ton of the low ranking sigils, but Poison is at least useful. Put with any multk-attack and it becomes a nuke. If not, it promises one unit dies. If the poison has needles, then they kill the enemy for hitting them, etc.
Not to mention it one shots the moon and the campfire becomes easy upgrade
@@antoninocuffaro2804 hahahaha
Kaycee mod nerf go brrrrrr
Agreed. Poison is absolutely broken when used on multi hit units (Mantis God with Poison = GG) as it completely mops up the board.
Trash sigils should be ones that potentially make your unit or the playability of those units worse or harder to use. Poison never makes your unit worse and pretty much always makes it better, so I cannot see poison being trash and I think should really be moved up one or two tiers.
The point is that in most cases poison its a trap. If you have a card with poison it doesn't need high damage so you won't flame it (but you want the highest damage possible in general) and if a card have high damage it doesn't need poison so in most cases its a useless sigil.
To simplify you don't want a card with low damage that does nothing and you also don't need to put poison on a card with high damage.
@@htlchtlc this is an act 1 tierlist
lets put it this way, poison is the reason you can beat act 1 on the first round. there is not a chance that a sigil that is literally able to kill the moon instantly is bad. this guys take on poison is bad imo.
@@FaultyWires So only because poison is good against the moon fight (and the moon only) its a good sigil? I don't think so. Besides that the moon its pretty easy to kill, sometimes you need to try not to kill it.
@@corumba0349 "only against the moon" since when. you ever bothered to beat the first act in 1 round. those grizzlies are oppressive as fuck. just kuz you dont think the sigil is better than some others doesnt make it useless trash tier. it belongs in at least useful.
You could have also considered totems for the tier list. Ant squirrel totem is actually really good.
Oh! I’d definitely like to see that.
The moon stood no chance
tried it and yes its op
best squirrel is the immortal one, or the one that replicates. You will never run out of squirrels and will be able to sacrifice whatever you want (and use it for ouroboros stacking xD)
triple blood squirrel was how I beat leshy
This tier list reminds me that even when many sigils are trash, all have their use and good flavor to it. For example the arrow one is on an Elk, which is basically creature that likes to walk around. Hefty is on Moose (bigger Elk, to oversimplify) thats why he pushes things, posion is on posionous snake, flying is on creatures that fly (birds, bees etc.) and waterborne on mostly fish. Sure, mechanically they suck but flavor wise they are very nice.
This is also nice contrast to P-03 section where he doesnt bother much with "trash sigils", often even using them as a debuff to justify their stats (like 49er. 2 energy 1/1 is cheap as heck, but he moves around so he is less reliable)
Also i think you forgot to mention that posion can kill the moon, which can be very useful sometimes. You cant really one shot moon with even high stat card, like 5/5, but 1/1 adder can!
Leshy best GM (and a great example of why you do in fact want trash cards in a game, just not too many.)
@@woomod2445 this is why I just didn't like act 3 much at all. It was just way too rigid and there wasn't anything with any flavor in the game. Oh also not a fan of the energy system.
@@TheVojvoda i completely agree but that was on purpose. His whole shtick is mechanics and strategy at the expense of all else, its meant to really highlight the difference between the scrybes and their personalities.
amazing how Moleman takes two godawful sigils and a whopping 0 attack and manages to still be useful
The power of being a cheap card.
@@MrDizuki cheap, and also the weakness of the sigils (tanking damage KOs most low cost units, movement tanking doesn’t help when your side of the board is fully covered) is covered by the Moleman’s health and cost.
It’s a minmaxed tank
Its still not that good. It’ll never win you the fight the moment it’s played. It can make inconsistent decks more consistent but trying to go too long will inevitably make you still have inconsistencies. Ideally you take it as your first rare while you haven’t gotten as many removals and strong cards as you like and you remove it as your final removal which it can be quite handy for but it’s not something you want in the longrun
@@ultimaterecoil1136 the black goat never wins you the battle the moment it’s played. Yet it’s still an s tier card
@@HamburgerPenguinz the black goat isn’t THAT good. Like yeah it’s a good card in a deck that needs it but unlike a cat or a warren it’s rather awkward to add. Both of those cards are useful in any deck while goat must be built around. So either your deck doesn’t currently want a goat when you take it you used the goat starting deck or you are dying as your primary damage is 3 cost but you can’t play them and are hoping you can find one to save you. Where as warren just good no strings attached you can use it for both extra blood cost cards or 1 more small blood cost card. Also I never said mole man was completely garbage it just Is often the correct choice to try to remove late since you really wanna ko both of the non moon final boss phases in one turn so you don’t get hit by boss affects since by that point losing a card or two to them can be massive if not run losing so a no offense card is really bad to draw. It can be correct to take for your first rare when you haven’t gotten enough removal to make your deck consistent yet. It is specifically very good when the rest of your deck is garbage aka it’s almost always correct as your first rare ,but unless you somehow manage to get 2 with poison and spikes fused it’s not really all that great late.
For the "Repulsive" sigil (the "No" sign), it doesn't cause the thing to be unkillable, it is simply immune to direct attack, anything that undirectly attack the enemy (Sigil that causes damage when NOT attacking like sharp quill, the ability that trade energy for damage (plasma jimmy I think is the name), explosion sigil, etc) WILL still damage the enemy, overkill damage can potentially kill it too, (it never happen in the game tho, only force mage is played in act 2 and it is on the board on turn 1 when against the dummy)
Also this sigil appears in starvation, aka when you run out of cards
@@hcunev6723 but starvation can’t be killed by overkill either for the same reason
Now I've gotta test if you can overkill a stop sigil, using angler in act 1...
@@go44yeah ohh that’s a good way to test that
@@go44yeah my guess is that it does work
It would be cool if their was a “climber” or “nesting” sigil that let you place your unit on top of a rock, tree, gold nugget, etc.
Flying shines during boss fights and any fights that put you against many cards at once - you can just win instead of having to deal with all the opposing cards. They're also very nice in fights where the enemy has any 0 attack cards, as it locks up a column to your advantage. Flying can also help you out if you're ever in a situation where you can't kill the enemy cards fast enough to prevent lethal damage. It's not a particularly strong sigil, no, but it has plenty of situational use and can trivialize plenty of fights, which definitely makes it better than the other trash-tiers
The problem with flying is it leaves the flier defenseless
Funny how the airborne sigil manages to beat him in some runs. It just so happens that it's a sigil that is very good for Leshy since he doesn't need to sacrifice or to use bones to summon them.
Oops, he actually says this in the video. Oh well, I'll leave this for the youtube algorithm.
HIM : "Flying is bad! ".
Me : "Flying Uryuly goes BRRRRR!"
Btw if this was a PVP game whit more HP( Flying would be the best skill).
The more health each player has the weaker flying is
They'd have to completely re-balance it for pvp. There are a lot of 1 hit ko card combos.
@TheAuthorIsNotDead
It was a joke and was my funnyest run .
Also ye -flying would be bad if it was like ,, Direct attacks " in YU-GI-OH , but there you cant attack on the first turn and the LP(hp) is FAAAR too big to matter.
But in a game about ( first to 5HP win ) if ballanced for PVP - flying would be op.
No. You need board control. More hp = aggro less effective
Once you get board control this game is gg. Would be horrible for multiplayer and only works because your opponent BREAKS THE RULES
Flying is pretty much only good with bifercating strike and high attack, to make sure that both attacks land no matter what the opponets board state is like. You dont need board control if you just win, but with bifercating alone its not always a guaranteed win.
On this note, my first full win was actually thanks to a flying unit. An un-buffed raven with trifurcated strike on it. 2 flying damage in 3 spots made for 6 damage, and thanks to deck-searching squirrels I could do that turn one every fight. Every fight was a round 1 win.
@@Cellidor except when leshy summons the great grizzly wall.
@@casuary98 Sure, but basically everything outside of extremely niche combos dies to that.
With the death sigil you can 1 shot ANY unit, I Hope you understand It, in fact It can make the Moon fight 10 times easier and faster, while for Flying, It's o.p. on the uroborus. Lastly, the infinite unit sigil can be used on low cost cards that riproduce themselves or on SQUIRRELS: It Is the strongest sigil for totems. You should count It since THAT Is an Easy win
Most units have little enough health that a decent creature 1 shots them anyway and the moon isn’t really threatening anyway. Although I do think it belongs in B or C, leaning C.
As for flying, if you have an ouroborous, you’ve already won anyway, regardless of sigils. So you win one turn faster if the board happens to be completely full (which rarely happens anyway). So what?
And he explained his logic on unkillable pretty well. It’s just not as busted as the true top tiers, still strong af.
So basically, poison makes the easiest fight in the game easier, flying is op only when on an already op unit, and undying is strong on squirrels, but still not as good as the field mice sigil.
@@supC_ that's when the poison come in and shots your uroborus, and he Will keep putting cards behind while Flying you can put It anywhere and insta-win
@@zaro8845 1) the Moon was EN example, you can use It to kill the mule faster, in urotopia It helped me very much with the strong Orange units (Sorry i don't know their name in english) and if you are blocked on a colon from an average or strong card It can pretty much save your ass
2) yes, because the damage of the op unit Will go straight to him regardless the situation
3) i never saw an available field mice sigil on a totem. if there Is, It Is stronger, but i only found undying so far
@@supC_ and I don't think he explained very clearly, he says It has to be on a strong and low cost unit so It's not worth It and then he starts talking about how the sigil that put units down for free when another One dies Is good on urayuli. Is he talking about the sigil, or the cards with the sigil? And he puts the sigil instantly on top row, without considering the accidents maybe caused by POISON on the other side, so that the urayuli dies immediatly. He Is following his idea Building the sigils how he wants, he's not considerating everything. Anyways, I'll stop editing now.
Your ranking kind of touches on this, but I feel like it should be stated outright that Fecundity(Field Mice) is in general a superior version of Unkillable which is in general a superior version of Many Lives. I'd also say that Fecundity is in general a superior version of Rabbit Hole and Ant Spawner. This is especially true if Fecundity is applied to a zero cost. It seems like any combo for Unkillable, Many Lives, Rabbit Hole, or Ant Spawner could be done just as well (if not better) with Fecundity.
Which is why giving it to a geck or getting it on a totem is OP.
Fecundity Squirrel Totem? You've basically won the game. Infinite meat shields and sacrifices! Can not go wrong at all, short of an onslaught of flyers.
i feel the bifurcated attack would be good with the mirror tentacle card considering it wont kill the card its mirroring the dmg
Issue is that it seems situational. For maximum use, it would need to be in the middle two, have a large enough attack, and get you ahead enough that you don't mind it dying by your next turn
@@garpogods8323 And it would die on the spot unless you kill Leshy right away. Too much effort for nothing
Bees+unkillable is one of the strongest combos I've ever seen. Because you'll get infinite unkillable bees. That's infinite sacrifices, infinite flying damage, and infinite cards to use as defence.
In kaycee’s mod I managed to get a Daus with Bees Within and Worthy Sacrifice, it was insane, it gave me up to 6 bees with Worthy Sacrifice, that’s the equivalent of six free goats. That isn’t even counting the extra three goats the Daus gives on its own. I got it by duplicating a goat, sacrificing it to give its sigil to the Daus, and then got a Hooved totem with Bees Within. Absolutely busted
@@boo9781 That's insane.
29:20
"A unit being powerful is not an argument for a sigil to be powerful."
you *MUST* consider a sigil´s intended purpose when considering how powerful that is.
That defeats the point of like... half the sigils in the game as they would be trash on the wrong unit type anyway...
things like multi-attack is only good if a card has a decent attack, if you put them on Mole or Moleman it would be equally bad as flying.
Things like poison are good for weaker units but useless for strong units as their usefulness comes from it giving more damage.
Now occasional bonus damage is not great and won't win you games by itself, but it's still going to consistently win you more games than flying ( even if it won't do it faster )
poison and waterborne main uses are to make mediocre cards to make bad cards better with few upgrades.
Similarly, waterborne is effectively a different and arguably worse version of the "Unkillable" sigil as it prevents the card from dyeing without the cost of resummoning it, but does not stop damage.
It's going to be better than "Unkillable in the rare situations when you brick your hand with bad and/or expensive cards and you can´t afford to resummon a unit, but would otherwise be worse.
Its usefulness comes from being a reliable way to keep units alive, WHICH IS GOOD but isn't the best way to win the game because at the end of the day you only need to do 5 damage to win.
Stalling for time by doing small amounts of damage until you can draw your OP cards is a viable tactic.
Granted, since the game isn't the hardest deck builder in existence that is rarely important unless you are really unlucky or are doing challenge runs.
It's not very fair to say that a sigil is on the same level as pushing/moving units around (which does nothing most of the time) just because they are not optimal on stronger cards.
Also if you ask me, "Bone king" sigil is nowhere good enough to be A tier even in a bone deck and should be B tier at best.
*TL: DR I don't agree with some of your opinions and you should move poison, waterborne and flying to C tier or make a D tier above trash tier as they are miles above everything else in the trash tier*
He means as a response to "oh but if you enflame a waterborne creature and make it high attack it's good," which can't be used as an argument as anything with high stats is going to be strong, regardless of sigils. For ratings based on the cards that already have these sigils, he also made a tier list addressing the cards themselves with their sigils where shark was rated higher for example.
Angler cope
Imo flying and waterborne are practically taking from your card instead of adding to it, either tanking damage or dealing damage to and from the enemy deck and that's simply not a good thing to have
@@Ely-cw4is
Lol, so you are saying that you would rather have a creature with no sigils instead of one with those effects since what you are saying is that cards with those sigils are worse?
Well, you are entitled to having a different opinion but I don't think those sigils make the cards worse by any means.
@@MegaHuntress i can say id rather have a unit with no sigils than a unit with waterborne. Flying is different, but id rather have a mix or no fliers than all fliers. Theres also the little detail that having either of these sigils transferred onto something has the opportunity cost of not being able to transfer other sigils on it
I very much like your explanation on flying not being good. The player has less value per turn than Leshy, so you have to be smart and eek out every advantage you can. Flying makes it so you can no longer gain any advantage on the board, while Leshy gains even more board advantage. Flying should only ever go on something like an Urayuli so the moment you play it you're guaranteed a win, but even in that niche there are still better sigils for that purpose like double/triple attacks.
7:58 Actually, there is a pretty cool synergy with bells. If you transfer that sigil on the bell tentacle it will have +1 attack for each bell + their classic atack, up to 5 attack, which is more than regular 4 and also allows you to play it on the second left place and still getting 5 attack. Maybe it's only work in Kaysee's mod, i don't know
Fecundity is indeed a great sigil to have in Inscryption. Especially for the Squirrel Totem mostly. Because placing a Squirrel with this sigil just creates another one in your hand so it multiplies infinitely and you do not need to draw another Squirrel card and just draw a card from your deck as many times as you can until it runs out and you have to draw another Squirrel card still. It can also be used to block only opposing cards that have no airborne sigils while you keep on drawing cards from your deck. Overall the best sigil in Act 1 especially for the Squirrel Totem. If you manage to see that sigil for your Squirrel totem by chance of luck, get it immediately and never replace it in your run. Similar to the Unkillable sigil but even better as it multiplies when played. Surely you'll be nearly unbeatable with this sigil for your Squirrel totem.
CHALLANGE:
Only pick cards that has trash sigils according to your tier list.
Good luck!
Did you knew that Ouroboros was supposed to have all the sigils?
What do you mean I am making this up? Are you saying you like Ourobot?
I actually don’t see what’s wrong with Ourobot.
Honestly, if someone was able to get ourobot to high levels in the second act(*cough cough* magnificus dummy *cough cough*), ourobot would be more a powerhouse for me.
@@spencertang5155 2 act have ouroboros.
I agreed with you until you said poison was bad. I understand that it makes anything with more than 1 attack worth less (not worthless just worth less overall) but I had accidently left out the 1/1 poison snake in the final battle the first time I played this game and it killed the moon in one shot. I don't know if that was patched out yet, I haven't tried it again but the poison sigil has earned a place in my heart just to know I can one shot anything that can't go underwater. And I'm not saying its A tier but at least high C low B tier, imo.
No, not patched, that’s only blocked in the Kaycee’s mod section
I still remember the mole with Bee Hive against the Mantis God... a thing of beauty
also, the 2 Gecks fused each with a Sigil, a Unkillable + Mice combo... and an Ouroboros on hand
Flying is bad
Also giving flying to the oponent is bad
Conclusion: stay on the field (mouse)
Basically flying is bad for the player but good for leshy because the rules of the game aren’t the same between them
Kingfish didn't read the memo :P
Fun thing with the ants, you can use totems to give all insects ant summoning, this includes the summoned ants, so infinite ants with a deck built around high cost bones cards is really good and is how I beat the moon for the first time
Alpha sigil plus dam builder or something similar could be a good way to spawn automatic 1 attack 2 health units
Also: something to test is sentry plus touch of death plus guardian, if it works right it is basically an instant win for the whole game
And finally poison plus trifurcated is cracked, and poison insta kills the moon
I wonder if sentry would work on the moon (if I'm remembering what sentry is correctly).
@@BCDeshiG unfortunately I don't think you can get sentry during leshy's part
yup, I actually won a run purely because I got a beaver with alpha and double strike (Kaycee's mod)
So I had an amalgam with the corpse eater sygil , with a totem that lets my squirrels return to my hand after death...and that broke the amalgam , it could die and instantly returned back to where it was placed because of its own death which seems op , immortal unit , not even the prospector hit during the final boss stopped it
Wait... not even the prospector hit? He summons a gold node though. Did it just... replace the gold?
@@matt10y27 yep , just replaced the gold
@@valeriucb6497that's hilarious lol.
Wait how does it return again and again?
@@bruhder5854 It dies , goes back in my hand and somehow the corpse eater sygil triggers the exact same moment because of its own death , so it just takes the same spot again
If you were wondering, immortality and corpse eater are a combo. This means if whatever that unit is dies, it just puts itself back on the board for free.
Fecundity means you will always have that card in hand. Which is way better than unkillable.
Flying is utterly underrated here. It's solid B-Tier in my opinion. It's good to contribute to a killing blow when there are no more open files available and it can be used to "lock" a file in your favor. E.g. if you've got a boulder or an enemy with low attack value on a field you can place a flying unit in front of it for some extra teeth on the scale each turn.
How to make a UNKILLABLE CARD:
Add corpse magot sigel and field mice sigel to a card then it is 100% unkillable
If you have immortal on the corpse maggot sigil, then that is an infinite-blocking unit. It'll die, return to your hand, and then play itself on the spot where it died immediately.
@@sauvagess you'll always have the card in your hand with fecundity, so immortal would be redundant and arguably worse
@@armoredanteater609 What? Corpse Maggot has Corpse Eater sigil, not Fecundity.
@@sauvagess yeah. Im saying that fecundity would be a better option than unkillable. I know it had corpse eater lmao thats the only reason it works
@@armoredanteater609 Well yes, that's true, but theorycrafting is irrelevant. You could potentially have a card with 6 sigils and 10/10 in the right circumstances and it'd all be a better option.
The point I'm making here, is that there are 2 cards with Unkillable - one of them being a common card, while Fecundity is only available from Field Mice. You're more likely to run into Unkillable than you are Fecundity, and both Unkillable and Corpse Eater are both from the bone pile, making it much more likely to stumble upon it in random draws.
Wow, I could not agree less with the placement of Mighty Leap/Flying Block (as I came to call it through my playthroughs). I've gone through a bunch of runs of act 1 just for fun (and also beaten act 3 twice) and getting good flying block was a decent factor in whether or not I won the runs. (I found it to be particularly useful on the empty vessels in act 3 and went for that upgrade on both of my runs.) It's because of the way Flying is balanced - Flying is super good for the DM (Leshy/PO3) because they don't have to do sacrifices or otherwise worry about costs, but bad for the player because we do. For the exact same reasons, the opposite also ends up applying to flying block - it's super useful because it can keep you from dying to the DM's flying spam, while it's neutral to bad for the DM because it doesn't particularly matter to the player whether their flying attack deals direct damage or hits the creature across from them - the latter scenario only extends the battle by one or two turns.
I also hard disagree on it only being good on Mole Man. The first thing I did on basically every Act 1 run was rush to a combining alter, and if I didn't have anything else good from the early card rewards, I'd put the flying block from the starting bullfrog on the stoat, since it's essentially a free 1HP upgrade that gets a card out of my deck at the same time. Mole Man is okay, but until you can get it an attack upgrade it's just stalling - what's really good is when you can get the flying block on a creature that *does* have attack so that it's dealing damage instead of just taking hits.
Think of it this way: Waterborne and Flying Block are essentially opposites. Waterborne makes your opponent's creatures into fliers, and Flying Block makes your opponent's creatures into grounded units. It buys you a lot more time by preventing direct damage, which can be very important.
For all of these reasons, I'd personally put Mighty Leap/Flying Block close to the top of B tier - it's not in any way overpowered, but it's *very* good insurance against getting randomly killed by Leshy sending in three hawks on a single turn.
I like this opinion.
You shouldn't ever go out of your way to get it, but if you can kill two birds with one stone by sacking the bullfrog onto something else there's no reason not to.
Got mighty leap squirrels in my Act-1-ending run, saved me a lot more than I thought it would.
Though unkillable squirrels was leagues better. Especially with 5/5 amalgam. Infinite Squirrel Wall!!
"Flying puts you at a disadvantage."
"Diving making the enemy fly is bad."
So which is it?
Both, I explain somwhere in-between that Leshy having flying is good for him
He says it right around 4:50
Flying is good for Leshy but bad for you
Few complains I have:
- Touch of Death is Ridiculously powerful, slap it on a Bifurcate, Trifurcate, or Sharp Quills and it becomes incredible. It instantly kills the moon, Is an amazing totem pick, and is great on the many many 1 attack creatures.
- Loose tail is busted, It synergies very well with most sigils, and even alone blocks 2 lanes and potentially leaving up another sac target up afterwards.
- Bone king is so bad, Why would you invest in a sigil that require a creature that you spend blood on to die to get 3 more bones? You can't justify putting it in A because Rat king is great as a sac target because that is situational.
- Airborne is at least C tier, I don't like how you put it as the baseline for trash as its flexibility and usefulness is outstanding. It is literally broken against the Angler(Playing a raven and spamming squirrels wins you the fight), very good against the Prospector, and is solid overall in normal fights.
- You forgot Moon Strike and Tidal Pull.
Otherwise I pretty much agree.
Bone King Totem or on Geck can make bone decks tolerable.
Of course, Worthy Sacrifice Squirrel Totem makes blood decks awesome.
Putting bone king on cockroach.
@@jacobs.1132 that is a very specific combo that is not even game winning, You need the 4 bones to play the cockroach and its still only a 1/1.
I once got a cockroach with the bone sigil from the vendor. Best combo ever
more then tier list, is a combo list, ex: Fecundity on bear is bad (need a lot of blood to make this work) but Many Lives with Worthy Sacrifice is insane combo and make even no sigil cards good (look at u Urayuli), also:
Trinket Bearer with Fecundity in rat/s (infuse ) is crazy good, make infinite itens
Unkillable with Corpse Eater is infinite blocker
etc
The only issue with the search signal is potentially decking yourself. I had a wooden idol with squirrel head and search body, and it was HILARIOUS. I fought the Part 1 boss, and he gave me the Draw Twice boon which… I won, but I ran out of cards REALLY fast.
I had that too but I never ran out of cards because my deck was just bloated with random shit. I always went with overkill (Larva with God mantis sigil) that consistently gave a massive overkill (20-30 teeth) which I sold for more cards and yeah it became trivial.
Every squirrel having 3 blood is an instant W
too fast too soon :(
4 bones being this high up is straight up criminal
Hey Sifd, I just recently started watching all your inscription videos and I think you’re great. I just realized today after watching all your videos I wasn’t even subscribed. I definitely think you should start asking for subs at the beginning of your videos. It may be taboo but you definitely deserve the subs for the amount of time you put into making these! It’s a helpful reminder!
But will they ever top the Manly card one shooting the moon
The Unkillable sigil is the most OP sigil when used on the squirrel totem. It ensured my survivability on round 2 with two squirrels on hand.
God can you imagine fecundity on squirrels? That would ACTUALLY be broken
I have a Kingfisher the Tri-fracture and Undying Sigils….
*Muwahahahaha!, yes Yeees!, fear my tiny little Bird Leshy!.*
Fun idea to immediately win. Put undying, corpse-eater, and burrowing on a singular card (also flight-blocker if you can). Play it. It will move infront of any attack. If it dies, it will go into your hand and immediately play itself again, allowing this singular card to block all incoming damage all the time, no matter what. In case you're curious, yes this also does work with mechanics like the Prospector's board wipe.
Yay, my sigil's icons from wiki!)
Flying is only useful if you put it on some mega attack monstrosity (Ideally with trifrucrate) so you can 100% ensure victory.
One of the most insane totems I've had was squirrels that generate ants. Just keep drawing squirrels and flood the board with ants. You can immediately sacrifice the squirrel for the ant you just generated.
To be fair, if you have a card like that the card will win regardless of flying, it just might take an extra turn.
I remember the time that I gave a buffed to Mantis God death strike. Moon didn't stand a chance lol
I was thinking of some theoretical buffs to a few sigils:
Flying: You don’t just have to hit Leshy, you can also do a swoop attack to hit enemies. Perhaps it could even do more damage depending on the blood/bone cost of the of the card if you want it to be really broken (like one extra damage for each blood and one extra damage for every two or three bones). Flying creatures can only be hurt by units with a flying or mighty leap sigil, or thorns if they swoop down.
Mighty leap: while it tanks just the same against flying attacks, it cancels out all damage from grounded attacks. An urayuli could attack a bullfrog and it would deal no damage, not even overkill!
Waterborne: blocks damage equivalent to half the waterborne creature’s health without dealing any damage to it. If the amount of health is odd, it will always negate half of all damage equivalent to its health -1, but has only a 50% chance to prevent one extra damage. A waterborne enemy can only be damaged by thorns or other waterborne enemies, as a waterborne card can stun another waterborne card to attack it. This does go both ways though, so be careful.
Whatever the Bloodhound’s sigil is: simple change. Every time a card isn’t placed in its lane, it does an attack before moving over. Even if it can’t move over, if the card is not in its lane it will do a bonus attack. And this isn’t just one damage per bonus attack, the creature with this sigil is actually doing an attack that they would do if they were regularly attacking. This includes bifurcated, trifurcated, and double strike. This sigil on a dire wolf would go crazy.
Swift or whatever the elk’s sigil is:
Can move left or right as long as there are no obstacles, or stay in place even when there are no obstacles. Will only take one damage from any attack that hits a creature with this sigil (would make the elk significantly better and maybe better than the fawn just slightly) and no overkill damage or damage to you is done.
Hefty: Can move left, right, or stay in place. If reaching either end of the playing field or will be pushing a card at the edge of the playing field, the card with this sigil or the card being pushed goes to the other side. Example: moose buck is in second position from right. Ant queen is all the way to the right. Worker ant is on the leftmost space. Moose buck moves to the right. Ant queen is placed on the leftmost side and worker ant is moved to second spot from the left. If a card kills this creature, it will do a final attack that works like a last ditch thorn attack but deals as much as a regular attack from the creature with the hefty sigil.
Wild Bull’s sigil:
Can move left, right, or stay in place. If one of your cards with this sigil takes out a card, it will go into your hand with the health it had before the final blow but all other stats remain unchanged.
Dam Builder: makes two dam dwellers on either side of the card with this sigil that are 0/4 but are able to be sacrificed due to seemingly having a beaver inside. When sacrificed, it will give you a 0 cost 0/4 dam in your hand that cannot be sacrificed, also both the dam and dam dwellers will have the sigils that the card with the dam builder has.
Bell sigil: gives two 0 cost 2/2 bells that cannot be sacrificed. They have the alarm clock sigil and if the card bearing this sigil will instantly kill any card that destroys a bell, as well as killing the card behind in overkill.
Wolverine and Hodag’s sigil: every time a card is played directly in front of a creature with this sigil, it has a 50% chance for its attack to go up. Whenever a card with this sigil damages a creature, it will gain 1 attack 100% of the time.
@Sifd, all Act2 cards have been added on wiki, so now you can tierlist them too!)
Btw, your tierlists are amazing, with tiers, that have sense!)
small interaction someone found: the daus's chimes count towards bell tentacle's power sigil.
The thing with flying is it allows for some really broken turn one wins with no counters especially when paired with bifurcation. It doesn’t matter if the other side is covered in logs or whatever, as soon as the unit it placed its game over.
I still want to experiment more with the evolving sigil. As I bet that mole would evolve into mole man as well but haven't gotten to check it yet and there are a few others I'm curious about
It does work on the mole and also mantis
And ant into ant queen
Burrower+Undying+Corpse Eater(Corpse Maggot's sigil, places on board from hand for free when a unit dies) is a really good combo(moreso with air block) because you become literally immune to damage, so I'd put the burrowing sigil above flying, though I'd concede that in a lot of cases it is pretty iffy. Maybe another row above trash which would be 'Has potential' should be added, like how flying could make the difference on a high attack minion(like moth man) but is usually trash because in far more cases adding flying to a card is a nerf
yeah but at that point you're already using an S and an A tier sigil so...
When will you use flying? To ensure Ouroboros 1-shots the enemy immediately even when they start or have an entire full field.
Flying has a lot of uses, it can be used to lock down a lane for a 3 prong combo, as you have a limited number of slots while if a flying unit has 1 more attack then the unit on the ground you are able to ensure chip damage rather then dying. Remember health is a thing, just because you have high attack does not ensure high health or that you'll be able to survive 2 fights.
Even then, chances of you getting ouroburos and leveling him up to a point that allows you to one shot something in the main game (the story mode of act 1) is pretty much useless. Pretty much every time I’ve seen something that was flying, they usually were either easy ish to kill or really… really annoying, or just something that is ignored almost a lot of the time. Hell, even if I plan to use it on someone, the absolute chances of getting a flying sigil character are low at least for me.
Cards like ouroboros and mantis god are already easy win cards. Just put them in an empty lane and warm mantis at a campfire.
As for your uses. Clearing the board has more value than trading weights on the scale. Flying is a negative since it often prevents you from board clearing while your creature continues to take damage. Really, all flying allows you to do is prolong the game more than needed.
With Ouroboros it only spare you a turn, not a big deal on most of the time. Besides that anything on Ouroboros is good because Ouroboros is broken, thats not a real argument. And the other scenario you described is almost the same thing, you either will win on the next turn anyway or die on the spot.
This dude really put Bone King in Very Strong and Many Lives in Useful.
Fun fact : you can kill the moon with poison death even when using low tier card
You forgot to say that the greater smoke also has the bones sigils.
And also the normal smoke
You can't naturally get the smokes
In other acts no, but this is act 1, which you are allowed two lives and since bosses are high stakes, I.e you need to beat them with one life, you get a smoke card as a result (or greater smoke if you blew out the candles near the caged wolf).
@@spencertang5155 Exactly they're conditional cards you get in specific battles, not naturally occuring
Unkillable is however an easy win on a squirrel totem or insect if you have bees
Dam builder on black goat is insanely good allowing you to have three three blood sacrifices on turn one and you dont have to clog a lane like with the infinite sacrifices one
Adder should be better than flying, trifurcation should be very strong, stinky should be useful. Other than that, I pretty much generally agree
Actually I think bone lord should just be useful. It’s really good in concept but the problem is that there just aren’t enough strong bone cards. Maybe if you wanna play the turkey vulture but that’s just so niche
Funny loop you can do with the Corpse Eater sigil, put it onto a card with Undying it will go back to your hand and instantly replay itself onto the field where they died
(Found this out because a friend of mine got an enchanted Corpse maggot from a cave event I think)
The bone sigil ranking seems out of place next to the triple sacrifice sigil. I know it's "reliant on your deck" but like, worthy sacrifice will get you a bear. Bone king will get you a bat.
i think the main difference is worthy can get you A bear, bone king can get you a insert bone unit that you drew later here. Worthy needs both in hand at the same time, bone can improve later turns.
@@fdragon77fk I'm pretty sure the only cards that start with bone king (besides the smoke) is the rat king, which is like a more expensive bat. Sure, it's better than a black goat's stats. But both of those cards are pretty bad on their own, and it's more the sigils we are interested in.
@@pickleplayer33 i know, the bone king put on another unit is better for a bone deck than worthy sacrifice in a blood deck i think because bones are a resource that persist between plays letting you save them for when you need them rather than needing both cards in hand. plus you can't waste bones like you can blood.
I saw someone get an unkillable totem and they used it on a squirrel and they just sweeped through the whole game with infinite sacrifices lmao it was insane
My reason that flying is somewhat useful is that if the opponent also has a flyer with low attack you can play yours and either do more damage each turn or do equal damage
It's funny how this tier list gets completely shaken up the closer to skullstorm in Kaycee's mod you get.
That frozen sigil only unleashes a possum. Leshy had it on one of his "death" cards, and I wondered what the hell would be unleashed, but it was a possum.
let's gooo, i kinda knew it, but i also was hoping you would actually do it
Flying shines brightest against angler’s second phase
I kinda wish that you did more than one sigil every 5 minutes
Honestly, the rabbit Sigil is super useful on its own, but becomes game breaking if you add the field mice sigil. You can just sacrifice the card to play a copy of the card infinitely, generating infinite bones and free cost rabbit cards. Even better if you buff it with an attack fire, then you can fill the field with copies that you can replace every turn. Works against nearly any combo except flying. Best part though? You get both cards needed all the time in the opening draw for Kacyee's mod
If you have the card search sigil on the skink or vice versa, when the tail is created the sigil activates again and you draw another free card, same with other sigil that activate once when you play the card
I know a tactic in the I Act that completely break's the game. You will need to look for a lot of carving's until you find the carving that I forgot the name of but it makes so that the card that has It will return to your hand once it dies. And the combination is to put the squirrel totem on the undead sigil and no matter how many times you sacrifice it, it always comes back and can be also used as a defense.
beehive is so underrated wow, well played, it can be broken, giving you infinite sacrifice + good defense
in this game everything can be broken
the point is how hard/time-consuming/luck-dependent it is to make it broken
For example the triple attack sigil needs just 2+ attack on a card to be very good
The bee sigil needs a little bit of tinkering around and it usually isn't really worth it in comparison to other things you can either choose as cards or sacrifice for transferring
I would put it into a category "a novelty which is fun to pull off, but not really strong over all"
I agree with everything beyond Poison in Trash - very strong on any no cost or one costers - especially the Mantises, and let's not forget it allows even a no flame Adder 1 shot the moon.
Now that Kaycee's Mod (which is official and canon) is here and adds quite a few more sigils, it'd be interesting to see an updated tier list...
Plus some rankings could change thanks to the combos or the difficulty increase. Like the new Cuckoo sigil, which really lets the Airborne sigil be useful. I mean, most of Sifd's runs have him using a ton of Airborne cards.
Common misconception: the bellist Sigil means the card attacks and kills the unit that killed the bell. The Daus actually has that in its rule, similar to how the Oraborous gains health and attack when it dies. The bellist sigil is just a special dam builder
When you got the infinite sacrifice goat and the ouroboros
Poison should be Useful, because it basically raises your Unit's attack to match your Enemy's Health when needed.
Bi-horns should be Easy Win, because you just have to slap that sigil on a 3 damage Unit and win on turn 1
The 4-Bones should just be Useful, because it's only +3 bones and the Immortality Sigil could theoretically get you infinite Bones.
Fly-Blocker should be Better Than Flying, because Flying works better for Leshy (like you said in this video) and Fly-Blocker comes with no down sides.
Bunny is arguably just a better version of the Skink-Tail, as it goes to your hand for you to play whenever and wherever you want, while Skink-Tail doesn't even work if you have all surrounding lanes filled.
i would argue that bunny is not straight up better than skink-tail as the latter one can trigger multiple times even in a single round
Skink-Tail is way superior due to the fact it can inherit campfire buff and Sigil while Rabbit does not.
Yeah btw if you can get field mice + random sigil on a one sacrifice card you basically can get infinite cards.
:D Good luck to get that synergy :D
Infinite sacrifices deserves to be higher. Most times I lose a run is because I need to draw both from my unit and my squirrel deck, which means I take twice as long to set up. With infinite sacrifices I can keep drawing from my unit deck, almost doubling the amount of cards I can put out.
Wait, what unit has the skull worm? I don't remember ever seeing that one. I've also never seen the tutor sigil IRL.
I also didn't realize field mice were in Act 1.
Corpse Eater? It's on the Corpse Maggots. It's extremely useful to put on high cost units like the Grizzly or Urayuli.
the worthy sacrifice sigil is one of the best sigils to have on a squirrel or bee totem
I once got a magpie eye sigil on the squirrels, meaning i get a free op card from my deck every time i play one
If you have a bone deck, sacrifice the 4 bone sigil on a 1-3 cost bone card, then add the sigil where if it dies it goes back to your hand, infinite bones
if you get fledgling and the dam on the same card, it makes the dam attack so its kinda useful
Imagine the copy sigil on a geck with triple strike
Or a returning card with the copy sigil
Poison on mantis God would be pretty op if its ur turn
Please do a tier list for act 2
The Thumbnail is supposed to be something clickbaity, like Leaping in S tier and bifurcated strike in C. Gotta fuel the algorithm.
So does this mean we'll be seeing tier lists over Acts 2 and 3?
In act 3 of the game, the sniper card with poison is actually super nice to have. Bonus points if you can also give it two shots.
Actually, the triple blood sigil is an easy win if used on the rodent totem. It basically makes all your squirrels three times as valuable in sacrifices and lets you play almost any card instantly. It allows an instant win with almost any cards in the right deck, as long as you draw something, anything, that deals at least 5 damage, like a grizzly with +1 power from a campfire, or a unit with triple attack and at least 2 attack. Basically, it allows you to win in one turn by directly letting you play an OP card.
Imagine: field mouse ouroboros. Black Cat on field? Infinite power and health.
Although theres cons for the daus bells,its the only card that counters swimming enemies,and buffs bell tentacle
Challenges: (1) flyer deck run, (2) swimmer deck run
A squirrel totem with the ants sigil is quite strong. Literally let me steamroll through all four bosses without a single loss
I love the amount of depth and complexity that has been given to leshy's game despite kaycees mod being incredibly difficult (or Mabye I'm just bad idk) it was definitely needed to increase the playability of this amazing card game
I’d say that bifurcated strike is on the same level as trifurcated strike because in a decent chunk of bosses you don’t want to hit forward because of their gimmicks. You don’t wanna hit the bait you don’t wanna trigger the traps ect. It’s specifically better to not hit forward to deal with gimmicks
23:21
Y’know what else helps you against flyers? Mighty leap.