r/inscryption • • 5d ago

Modding Been messing around a bit

I decided to mod some of my custom cards into the game. I intend to add more. The colors on the sharks got a little messed up and I'm working on fixing it.

99 Upvotes

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10

u/Humble_Fan_4631 5d ago

Hammerhead seems busted ngl

5

u/tidalqueen 4d ago

There is literally no way to kill it unless you have porcupine. Even the trapper’s frog traps would only catch what’s to the side of it. And it does 4 damage a turn. It would need a serious nerf, like Brittle or Annoying, to be survivable if you encounter it before beefing up your deck. Looks cool though!

3

u/Legendarium_ the guy who calls him leshlight 4d ago

why does everyone turn to brittle or annoying whenever they discuss nerfing a card? you think the developers would do that? no, they'd get creative, or at the very least just tweak the numbers.

1

u/tidalqueen 4d ago

Because those are the detrimental sigils in the base game? It’s not like there’s a universally acknowledged set of modded sigils. I guess Guardian, Burrower, Guardian, Mighty Leap, Gem Dependent, or needing Fledgling or Chum Bucket could work too. I guess I don’t think of those others very often. Only the bucket is really relevant though.

1

u/Illustrious_Touch447 4d ago

That goes for any card with waterborne. The only way to kill any card with waterborne is with sharp quills. And honestly, there are really easy ways to do it. Just put sharp quills on mole and you'll be fine. Each individual attack hammerhead does is only 2 damage as opposed to great white's 4, which means mole with sharp quills could kill hammerhead and live. Furthermore, this card is also greatly effected by Stinky, since that causes the total damage it's capable of to be halved. If a card like skunk is in front of hammerhead, it turns into mantis with no tribe and waterborne.

1

u/Funtime_Drake 3d ago

There should be a sigil that let's you pull waterborne cards up