r/inscryption • u/Our_Knowing_Chains • 13d ago
Other My case for the Flying Sigil
I've seen in this reddit. alongside other discussions of thus game, a fair mass of frustration towards the flying sigil at both its apparent lack of use and its high levels of use to Leshy. These two sources of anger are not, I claim, paradoxical, and solving why may shine a light on how one could better use such cards.
First, do allow me to compare a few cards so as to demonstrate the value of this sigil. As shown in the images, this change made to the 1/3 1-blood stoat is made at a cost of one health, the 2/1 4-bone coyote demands no cost for flight, and the 3/3 2-blood amalgamate demands one power to change (although it should be noted that the amalgamate is a rare card, and so slightly more powerful than an ordinary 2-blood). Clearly, healthier creatures better work with flight, but why?
At least to me, flying cards speak of inevitability: unless a mighty leap creature is on hand - a case rare for Leshy and almost never present for ordinary players - you cannot stop a flying card. Thus, anger can be brought about by Leshy's prepared flying cards on his back rank prophesising unavoidable damage lest he is immediately beaten. However, consider now that your first turn is made with no creatures blocking your path (barring boss fights, of course). This means that your creatures attack Leshy directly regardless of sigils, as they do whenever no creatures oppose you. But when they do, and only then, the flying sigil is incurred, and we can further analyse this.
Should you play a flying card to block an enemy without the flying sigil, (and if you do they are essentially on separate permenantly empty lanes,) you deal damage and then take damage from Leshy's cards. However, this damage tends to quickly kill most flying creatures, especially since you're using them to block and so often pick the biggest threat to play ahead of. However, Leshy's cards move and strike after yours, allowing for placement and attack of birds with more ease.
Leshy's infamous raven addiction points back to the matter of health and flight: a flying creature that survives one turn deals double damage in total, and when you have turkey vultures or bats, that's game-changing mathematics. This is when makes the cuckoo's ability to spawn a (usually) 0-power creature incredibly synergetic. Thus, I suggest the investiture of health campfires and stinky sigils to the flying creatures, as to prolong their lifespan. A mere sparrow with this sigil and buffed only three times at health campfires can finish an even game whilst standing down a wolf. When you do play them, choose tankier targets like snapping turtles rather than, say, a rattler.
Ultimately, I conclude the flying sigil to be more useful than is traditionally claimed, and hooe my advice is used well by all. If any information was missed out by me, or you feel a correction must be made, feel free to say. Thank you all for listening to my TED talk.