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Inscryption tips
Inscryption tips





inscryption tips inscryption tips

This can be taken further by putting it opposite one of his cards (either already on the board or ready to be played next turn), as this will replace it with something that can't attack. A quick way to deal with his special ability is to play a Squirrel or Pelt at the end of the turn, to protect more powerful cards from being hooked. It is suggested to hit The Angler fast and hard before too many cards spawn. Each card he gets is more damage the player will be forced to take. The Angler's cards are all Waterborne, meaning that there is no way to hit them on the player's turn. The only cards he plays in this phase are Bait Buckets. When a Bait Bucket is defeated, it summons a Great White. When his first candle is snuffed out, he clears his board and summons Bait Buckets in front of each creature in play. If the player has not died at least once, defeating the first phase will result in the Angler filling the board with Grizzlies with the Mighty Leap Sigil. At the end of his next turn, he will hook the targeted card, dragging it to his side of the field, pushing back any cards already in that space. He always targets the newest played card, regardless of stats. Additionally, as his special ability, he aims his hook at a card every other turn (denoted by a glowing hook symbol on the card). His cards in this phase include Kingfishers and River Otters. Unlike the other Act I bosses, the battle against the Angler starts with an entirely empty board.







Inscryption tips