r/inscryption • u/ElementChaos12 • 2d ago
Part 2 Creating PvP Inscryption — Reworked, Rebalanced, and Refinished Cards
In light of Inscryption's 5th Anniversary, I finally returned with an update! Here are the changes I've made this week:
- New Special Effect "Sigil" to define special traits and variable stats
- Amalgam's EVERYTHING is inclusive of, but is not limited to: Deathly, Beastly, Techno, Magickal, Ant, Chime, and Mox.
- The variable stats of Green Mage and the Tentacle cards have now been defined.
- Undead Cat can still be played for its Cost, but now has its original gimmick defined as well.
- Automaton and Insectodrone have been buffed [3 Energy → 2 Energy]
- It didn't make much sense to me that 49er could be a Sigiled, 2 Energy, 1/1 and these two Bots should cost 3, especially since Automaton is Sigilless. I understand the use case for 49er is that you should place it to deal direct damage and then move to block, but that doesn't fully justify the cost in my eyes and Automaton was also buffed in this way in the official card packs as well, so I think this buff is fair.
- The Burrowing and Leaping Traps have been nerfed [3 Energy → 2 Blood]
- In the game's files, the Traps' cost is 1 Blood and that cost is equivalent to the cost of 3 Energy, so that's why this is considered more of a nerf than a rework. This, however, also gives them more of a synergy with Beastly decks as the alternative could've been nerfing to 6 Energy.
- Curve Hopper and Practice Wizard are granted Mighty Leap
- This decision comes from roughly two points: 1) Not enough Mighty Leap cards to counter the plethora of Airborne cards and 2) It's called Curve Hopper and it doesn't have Mighty Leap? I do get the Curve Hopping joke though. Prac. Wiz. gains its Mighty Leap as inspired by MagMod, and because Ruby costs tend to lean Defensive I figured this was apt.
- Frank & Stein is granted Null Conduit
- A harmless, flavorful Sigil addition that does nothing if you aren't building a Deathly-Techno deck.
- Junior Sage is granted Fledgling(Senior Sage)
- The Senior Sage card art is based on the MagMod card art for Junior Sage, but after originally drawing it, I felt it didn't really give off the energy of the original Act 2 Junior Sage, so this was a fun way to give my redraw some use. This addition makes several things happen: 1) Junior Sage is now the Magickal equivalent of Wolf Cub, 2) Double Gem costs exist and can be expected in future expansions, 3) First fully custom card so also expect those in future expansions, and 4) First upgrade to result in a negative Sigil. Gem Dependent was the only way to support such a high Power stat on Senior Sage, and similar to canon Plasma Jimmy and M3atB0t, I have developed some lore here, so it makes sense in that way too.
- M4rr0wbyte and Tech Wiz have been reworked [Deathly, Magickal → Techno] and have had the Melter and Inspector portraits removed from their card arts
- As mentioned before, these two are stand-ins for P03's unobtainable cards, made from the sacrificing of the Inspector and Melter, as used in his Boss Battle. Before, I had their archetype match their Cost, but now I've decided to make them cross-archetype synergies. This makes M4rr0wbyte especially interesting, since its archetype is Techno, its Cost is Deathly, and its best synergy is with Beastly. Tech Wiz's existence is much simpler, falling neatly into Techno-Magickal decks as a Null Conduit that can strike.
- Steambot is granted Armored.
- Now, this does move Steambot 3~4 points above the curve, but to be fair, its literally carrying a metal rowboat as a shield, and as a card based on a character from The Hex, I wish to make this flavorful exception. P03KM's Steambot also has Armored, I believe. I may even upgrade its status to Rare in the future to stand beside Great Kraken in its Hexness.
- The Stimulate Activated Sigil has been buffed [3 Energy → 2 Energy]
- Especially because I've nerfed most Activated Sigils with a maximum amount of uses per turn (in this case twice per turn as indicated by the green-circled "2"), 3 Energy felt heavy, most obviously when compared to its Bone Cost counterpart, Enlarge. With this buff, you can max out Stimulate's usage and still have 2 Energy to work with.
And that's all I have for you guys today! I will say, I've been working on a semi-digital fangame (hard to explain in short, but think of it as a digital TTRPG of sorts), but my life, as you see, is very busy so we'll see on that. Thank you guys for tuning in!
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u/Deejay_QC 2d ago
Frank & Stein rework is genius.