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Geck Man edited this page Jul 4, 2023 · 63 revisions

Vanilla


Meta Categories

Value Description
ChoiceNode Defines the card to be a choice option
GBCPack Can be acquired by buying a card pack in act 2
GBCPlayable Can show up in the card catalogue in act 2
Part3Random Can show up as card from the Loot sigil
Rare Defines the card to be rare
TraderOffer Can show up at the trader in act 1
Part1Rulebook Adds the sigil to the act 1 rulebook.
Part1Modular Allows the sigil to appear on totems, Wolf Pelt trades and Cave Trial rewards.
Part3Rulebook Adds the sigil to the act 3 rulebook.
Part3Modular Allows the sigil to appear in the Upgrade node in act 3.
Part3BuildACard Allows the sigil to be chosen in the Build-A-Bot node in act 3.
BountyHunter Allows the sigil to appear on act 3 Bounty Hunter cards.
GrimoraRulebook Adds the sigil to the rulebook in Grimora’s part of Finale.
MagnificusRulebook Adds the sigil to the rulebook in Magnificus’ part of Finale.

Power Levels

Event Power Levels Info
Cave Trial 0-5 If you want your sigil to appear on the Cave Trial rewards
Totems 0-7 If you want your sigil to appear on totems
Prospector 0-5 If you want your sigil to appear on Insect cards from the Prospector node
Trader 0-5 If you want your sigil to appear on Wolf Pelt trades
Amorphous 0-5 If you want the Amorphous sigil to be able to pick your sigil as one of the options

Complexity

Value Description
Vanilla Will always be a learned card
Simple Will always be an unlocked card
Intermediate Will only be unlocked after tutorial
Advanced Will only be unlocked after tutorial

Temple

Value Description
Nature Will show up in act 1 and be in Beast card packs
Undead Will show up in Undead card packs
Tech Will show up in act 3 and Tech card packs
Wizard Will show up in Wizard card packs

GemType

Value
Blue
Green
Orange

SpecialIcon

Value Description
Ants Displays the Ants icon for the cards attack
Bell Displays the Bell icon for the cards attack
Bones Displays the Lammergeier's Bone icon for the cards attack and health
CardsInHand Displays the Hand Counter icon for the cards attack
GreenGems Displays the Green Mox icon for of cards attack
Mirror Displays the Mirror icon for the cards attack

Tribe

Value
Bird
Canine
Hooved
Insect
Reptile
Squirrel

Trait

Value Description
Ant Will increase the attack of cards with the Ant special ability
Bear Unused
Blind Unused
DeathcardCreationNonOption Cannot be used during creation of the Deathcard
EatsWarrens Unused
FeedsStoat Unused
Fused Will render the card as a stitched card in act 2
Gem Will prevent cards with the Gem Dependant sigil from perishing & will explode if ExplodeGems is on the board
Giant Only used for moon
Goat Will grant you the Boon of the Bone Lord, if sacrificed on the Bone Lord's Altar
Juvenile Unused
KillsSurvivors Kills Survivors if used on the campfire
LikesHoney Unused
Pelt Cannot be sacrificed, can be used to trade for cards during the Trapper/Trader fight & will give no reward at Bone Lord's Alter
ProtectsCub Unused
SatisfiesRingTrial Satisfies the ring trial before the moon fight
Structure Unused
Terrain Cannot be sacrificed
Uncuttable Immune to scissors and hook items
Undead Unused
Wolf Unused

SpecialAbilities

Value Description
Ant Increases cards attack by 1 for each card with ant trait on the board
BellProximity Damage is equal to 4 - the distance from the bell (adjacent is distance 0)
BountyHunter Functions like act 3 Bounty Hunters (only works for opponent)
BrokenCoinLeft Functions like Broken Obol (Left)
BrokenCoinRight Functions like Broken Obol (Right)
CagedWolf Functions like the Caged Wolf card
CardsInHand Damage is equal to the number of cards in player's hand
Cat Functions like the Cat card
Daus Functions like Daus
GiantCard Assigns to all slots on the board (only works for opponent)
GiantMoon Renders moon death animation
GiantShip Exclusive to the Limoncello
GreenMage Damage is equal to the number of Green Mox cards you control
JerseyDevil Functions like Child 13
Lammergeier The Attack and Health values of this card are equal to the amount of Bones you have, divided by 2
Mirror Damage equal to opposing creature
Ouroboros Increases ouroborosDeaths in the save file when it dies
PackMule Grants 4 random cards and a Squirrel when killed.
RandomCard Transforms into a random card when drawn
SacrificesThisTurn Grants attack power based on how many sacrifices were made this turn
ShapeShifter Exclusive to Ijiraq
SpawnLice Exclusive to Pelt Lice
TalkingCardChooser Exclusive to talking cards.
TrapSpawner Creates a Steel Trap in its place after it perishes.

Abilities

Value Description
ActivatedDealDamage When activated for 1 energy, deals 1 damage to opposing card
ActivatedDrawSkeleton When activated for 1 bone, draws a skeleton
ActivatedEnergyToBones Converts energy to bones
ActivatedHeal When activated for 2 bones, heals to full
ActivatedRandomPowerBone Unused
ActivatedRandomPowerEnergy When activated for 1 energy, gains a random attack boost between 1 and 6 (inclusive)
ActivatedSacrificeDrawCards When activated, draw 3 cards, then die
ActivatedStatsUp When activated for 2 bones, gain +1/+1
ActivatedStatsUpEnergy When activated for 3 energy, gains +1/+1
AllStrike If there are any opposing cards, it will attack all of them, otherwise it will attack directly
Apparition Unused
BeesOnHit When taking damage, will add a bee to your hand
BombSpawner Spawns bombs on every empty board slot
BoneDigger At end of turn, add 1 bone
Brittle After card attacks, it dies
BuffEnemy Increase opposing card's attack by 1
BuffGems Increases attack of all gems by 1
BuffNeighbours Increase attack of adjacent cards by 1
CellBuffSelf When within circuit, increase attack by 2
CellDrawRandomCardOnDeath When within circuit, will draw a random card on death
CellTriStrike When within circuit, gains trifurcated strike
ConduitBuffAttack When completing circuit, will increase attack of all cards in circuit by 1
ConduitEnergy When completing circuit, energy doesn't deplete
ConduitFactory When completing circuit, will spawn leepbots in all your available board slots at end of turn
ConduitHeal When completing circuit, will heal all cards in circuit at end of turn
ConduitNull Will complete a circuit
ConduitSpawnGems When completing circuit, will spawn random gems in all your available board slots at end of turn
CorpseEater When another card dies, this card will be played in its slot
CreateBells When played, will spawn bell cards in adjacent slots
CreateDams When played, will spawn dam cards in adjacent slots
CreateEgg When played, spawns a broken egg in the opposing slot, with a 10% chance to spawn a Raven Egg instead
DeathShield When this card would take damage for the first time, it does not
Deathtouch When card deals damage to a card, it dies
DebuffEnemy Decrease opposing card's attack by 1
DeleteFile Nothing unless in archivists boss battle
DoubleDeath When another card dies, it dies again
DoubleStrike Makes the card attack the slot across from it an additional time
DrawAnt When played, add an ant to your hand
DrawCopy When played, will add a copy to your hand
DrawCopyOnDeath When dies, will add a copy to your hand
DrawNewHand Discards your hand and draws 4 new cards
DrawRabbits When played, will add a rabbit to your hand
DrawRandomCardOnDeath Will draw a random card with the Par3Random meta category on death
DrawVesselOnHit When taking damage, will draw a card from side deck
DropRubyOnDeath When card dies, spawn a ruby mox in its place
EdaxioArms Unused
EdaxioHead Unused
EdaxioLegs Unused
EdaxioTorso Unused
Evolve After a number of turns based on evolveParams, will turn into a card based on evolveParams
ExplodeGems When a card with the Gem trait dies, will cause them to explode
ExplodeOnDeath When card dies, deals 10 damage to adjacent and opposing card
ExplodingCorpse Unused
FileSizeDamage Nothing unless in archivist boss battle
Flying When attacking, will attack directly
GainAttackOnKill Gets +1/+0 for the rest of the battle whenever it kills a creature
GainBattery When played, increases energy and max energy by 1
GainGemBlue Counts as Blue gem cost
GainGemGreen Counts as Green gem cost
GainGemOrange Counts as Orange gem cost
GainGemTriple Counts as all 3 gems when in play
GemDependant When played, and at start of turn, will die if you control no gems
GemsDraw Unused
GuardDog When a card is played opposite an empty slot, will move there
Haunter Unused
HydraEgg Bizarre ability that will cause the card to transform into a Hydra if the player's deck contains cards with 1-5 attack, 1-5 health, and one of each of the game's default tribes
IceCube When card dies, spawns card in slot based on IceCubeParams
LatchBrittle When card dies, you can choose another card to give Brittle
LatchDeathShield When card dies, you can choose another card to give DeathShield
LatchExplodeOnDeath When card dies, you can choose another card to give ExplodeOnDeath
Loot When dealing damage, will draw cards equal to amount
MadeOfStone Invulnerable to Stinky and Deathtouch
Morsel When sacrificed to summon another card, the card will add +1/+2 to the summoned card
MoveBeside Moves to closest space when a card is played
OpponentBones When any enemy card dies, gain 1 bone
PermaDeath When card dies, it is removed from the deck
PreventAttack Prevents opposing card from attacking it
QuadrupleBones When dies, gain 4 bones
RandomAbility When drawn, Sigil becomes a random sigil
RandomConsumable When played, will add a random consumable if you have less than 3
Reach Will block attacking flying card
Sacrificial Can be sacrificed an unlimited number of times
Sentry When a card is enters the slot in front of this card, it is dealt 1 damage
Sharp When attacked, will deal 1 damage to attacker
ShieldGems When played, will give cards with the Gem trait DeathShield
Sinkhole Unused
SkeletonStrafe Strafe but spawns skeleton in previous slot
Sniper When attacking, you can choose the target slots
SplitStrike When attacking, will attack slots adjacent to opposing slot
SquirrelOrbit No effect on player cards
SquirrelStrafe Strafe but spawns squirrel in previous slot
SteelTrap When card dies, it kills the opposing card, and adds a pelt to your hand
Strafe At end of turn, card moves
StrafePush Strafe but will move other cards with it
StrafeSwap Strafe but will forcibly swap the adjacent card with its current position
Submerge After attacking, will submerge, meaning it can't be attacked
SubmergeSquid Waterborne but becomes random tentacle card on resurface
SwapStats When taking damage, will swap attack and health
TailOnHit When attacked, will move and spawn a card in previous slot based on tailParams, then loses this ability.
Transformer Same as evolve with different sigil icon
TripleBlood Counts as 3 blood when sacrificed
TriStrike When attacking, will attack opposing slot, and slots adjacent to opposing slot
Tutor When played, you can choose a card in your deck to add to your hand
VirtualReality Unused
WhackAMole When an empty slot is attacked, will move to that slot

Vanilla Appearance Behaviour

Value Description
AddSnelkDecals Cycles through the Base Games Long Elk Decals.
AlternatingBloodDecal Renders card with blood decals
AnimatedPortrait Used for animated portraits
DynamicPortrait Renders the card's animated portrait (differently)
FullCardPortrait Renders the card with no stats
GiantAnimatedPortrait Used for animated portraits on giant cards
GoldEmission Renders the card with gold layout
HologramPortrait Renders portrait as hologram
RareCardBackground Renders card with rare background
RareCardColors Renders card with inverted colours
SexyGoat Renders alternate texture if you have the goat's eyeball
StaticGlitch Renders the card with the static animation
TerrainBackground Renders the card with terrain border
TerrainLayout Renders card with terrain card layout
RedEmission Does the Ijiraq emission effect
DefaultEmission Emissions are on cards by default.

Regions

Region Description
Alpine This is The Trappers Region
Forest This is The Prospectors Region
Midnight This is Leshy's area in ACT 1.
Midnight_Ascension This is Leshy's area in KCM
Pirateville This is Royal's area
Wetlands This is Anglers Area

All The Sigils


Voids "Good" Sigils

GUID IS extraVoid.inscryption.voidSigils

Name Description
Abundance [creature] will grant one tooth per instance of Abundance when killed
Acidic Trail At the end of the towner's turn, [creature] will move in the direction inscribed in the sigil, and deal 1 opposing creature if it is able to move
Agile When a [creature] would be struck, it will move out of the way
Antler Bearer When [creature] is killed, gain three random hooved tribe cards
Blinding Strike When [creature] attacks a card, that card gains the random strike sigil
Blood Growth When [creature] attacks, the amount of blood it is counted as when sacrificed will increase
BloodGuzzler [creature] deals damage, it gains 1 Health for each damage dealt
Bodyguard [creature] will redirect the initial attack of a card to it, if the attack was targeting an adjacent space
Box [creature] will get removed from your deck on death, and a new creature contained within will be added to it
Bone Picker [creature] kills a creature, it will generate 1 Bone
Bone Shard [creature] will generate 1 bone when hit, if it lives through the attack
Caustic At the end of the towner's turn, [creature] will move in the direction inscribed in the sigil, and drop an acid puddle in their old space. An acid puddle is defined as: 0 power, 2 health, sharp sigil
Coin Finder At the end of the owner's turn, [creature] will grant the owner 1 foil
Consumer When [creature] kills another creature, it gains 2 health
Deadly Waters [creature] will kill cards that attacked over it while it was face
Deathburst [creature] will deal 1 damage to each oppsing space to the left, right, and center of it
Desperation [creature] is damaged to 1 health, it will gain 3 power
Disease Absorbtion When played, [creature] will take all negative sigils from the player's side onto itself
Dive (Bones) Pay 2 bones to cause this card to flip face down at the end of the owner's turn
Dive (Energy) Pay 2 energy to cause this card to flip face down at the end of the owner's turn
Draw Blood [creature] is played, a card costing blood is created in your hand
Draw Bone [creature] is played, a card costing bone is created in your hand
Draw Card [creature] is played, a card relating to it's ice cube parameter (default Opossum) is created in your hand
Draw Jackalope [creature] is played, a Jackalope is created in your hand
Draw Strafe When [creature] moves, a card with a movement sigil is created in your hand
Dwarf When [creature] is drawn, it will loose one unit of cost, as well as 1 power and 2 health (can't go below 1 health). A unit is defined as: 1 blood, 3 bones, 3 energy, or all mox
Electric [creature] attacks a creature, they will deal half the damage to creatures adjacent to the target
Enforcer At the start of the owner's turn, [creature] will cause adjacent creatures to attack
Enrage [creature] will empower adjacent allies, increasing their strenght by 2. However, if they perish while empowered, they are permamently removed from your deck
Entomophage [creature] will deal 2 additional damage to cards of the insect tribe
Familiar A familiar will help with attacking when it's adjacent allies attack a card
Firestarter When [creature] damages another creature, that creature will gain the Burning Sigil
Fish Hook When [creature], a targeted card is moved to your side of the board
Frightful [creature] will cause opposing creatures to move out of the way when it attacks
Giant When [creature] is drawn, it will gain one unit blood of cost, as well as one attack and two health
Grazing At the end of the owner's turn, [creature] will regen 1 health if there is no opposing creature
Gripper At the end of the owner's turn, [creature] will move in the direction inscribed in the sigil, and try to move the opposing creature with it if it can
Haste [creature] will attack as soon as it gets played on the board
Hasteful [creature] will attack as soon as it gets played on the board. It will not attack during normal combat. It will attack at the start of the owner's turn
Herd [creature] will summon a copy of itself each upkeep, up to three times
High Tide While [creature] is on the board, it will grant creatures that are played on the owner's side the waterborne sigil. Does not affect cards that are Airborne
Hourglass [creature] will cause the opponant to skip their turn when played
Lead (Bones) Pay 2 bones to move this card one slot in the direction inscribed on the sigil
Lead (Energy) Pay 2 energy to move this card one slot in the direction inscribed on the sigil
Leech When [creature] deals damage, it will heal 1 Health for each damage dealt to a card
Life Gambler At the end of the owner's turn, [creature] will deal 2 damage to the owner in exchange for a 0 to 6 increase in stats. Failing to pay this cost will result in death
Low Tide While [creature] is on the board, it will negate the waterborne sigil of creatures on that are played on the board on the owner's side
Lure [creature] will cause facedown cards to become face up when attacking
Maneuver At the start of the owner's turn, [creature] will strafe in the direction inscribed on the sigil if there is a creature in the opposing slot from it. Else it will strafe in the opposite direction inscribed on the sigil
Medic At the start of the owner's turn, [creature] will try heal 1 damage to a friendly card for each instance of Medic
Midas [creature] kills a creature, it will generate 1 Foil for each instance of Midas the card has
Multi Strike
Nutritious When [creature] is sacrificed, it adds 1 power and 2 health to the card it was sacrificed for
Opportunist [creature] will gain 1 power for each instance of Opportunist, when the opposing slot is empty
Pierce [creature] attacks the card in queue behind it's initial target first when declaring an attack
Poisonous When [creature] perishes, the creature that killed it perishes as well
Possessor When [creature] perishes, it will grant a random friendly card it's base power and health
Powerful Possessor When [creature] perishes, it will grant a random friendly card that is on the board it's base plus modified power and base plus modified health
Power from Movement At the start of the owner's turn, [creature] will gain 1 power and 1 health if it moved last round
Predator [creature] will gain 1 power for each instance of Predator, when the opposing slot has a card
Protector [creature] will attacks on adjacent allies to hit directly
Ram [creature] will try to ram the card infront of it when played, or every upkeep till it succeeds once. It will send the rammed target to the queue if on my side, or back to the hand if on your side
Random Strafe [creature] is drawn, it will gain a random strafe sigil
Regen 1 At the end of the owner's turn, [creature] will regen 1 health
Regen 2 At the end of the owner's turn, [creature] will regen 2 health
Regen 3 At the end of the owner's turn, [creature] will regen 3 health
Regen At the end of the owner's turn, [creature] will regen all health
Repellant When [creature] perishes, the creature that killed it gets pushed into the back row
Resistant [creature] will only ever take 1 damage from most things
Retaliate [creature] will strike those who strike their adjacent allies
Schooling [creature] will grant creatures with the waterborn sigil to gain 1 power
Stampede The creature bearing this sigil will cause adjacent creatures to attack when it is played
Scissors When [creature] is played, a targeted card cut in two
Submerged Ambush [creature] will deal 1 damage to cards that attacked over it while it was face
Take Off (Bones)
Take Off (Energy)
Thick Shell When attacked, [creature] takes 1 less damage
Thief [creature] will try to steal a random default sigil from an opposing creature when played, or at the start of the owner's turn until it does
Toothpuller At the end of the owner's turn, [creature] will add one point of damage to the opponent's scale
Tooth Shard [creature] will generate 1 foil when hit, if it lives through the attack
Toxin When [creature] damages another creature, that creature looses 1 power and 1 health
Toxin (Deadly) When [creature] damages another creature, that creature gains the Dying Sigil. The Dying Sigil is defined as
Toxin (Sickening) When [creature] damages another creature, that creature gains the Sickness Sigil
Toxin (Strength) When [creature] damages another creature, that creature looses 1 power
Toxin (Vigor) When [creature] damages another creature, that creature looses 1 health
Trample When [creature] deals overkill damage to a card, the overkill damage will be sent to the owner
Tribal Ally When [creature] is played, A card of the same tribe is created in your hand. No tribe counts as a tribe of tribeless
Tribal Tutor When [creature] is played, you may search your deck for a card of the same tribe and take it into your hand. No tribe counts as a tribe of tribeless
Turbulent Waters [creature] will force other creatures with waterborne to resurface and take 1 damage at the start of the owner's turn
Velocity At the end of the owner's turn, [creature] will move in the direction inscribed in the sigil. If it is able to move, it will gain 1 power and 1 health
Vicious When [creature] is attacked, it gains 1 power
Zapper When [creature] damages another creature, that creature will gain the Paralysis Sigil. The Paralysis sigil is defined as: A card bearing this sigil only attack every other turn

Memes "Good" Sigils

GUID IS org.memez4life.inscryption.customsigils

Name Description
Bond When a creature bearing this sigil has a adjacent creature it will gain +1 attack/health dependent on which side the adjacent creature is
Short A card bearing this sigil will not be blocked by an opposing creature bearing the airborn sigil
Tribe Attack While a card bearing this sigil is on the board, all other cards of the same tribe will gain +1 attack
Tribe Health While a card bearing this sigil is on the board, all other cards of the same tribe will gain +1 health
Noble Sacrifice A card bearing this sigil is counted as 2 blood rather than 1 blood when sacrificed
Imbuing A card bearing this sigil will get specific buffs depending on which tribe is most promenent in the sacrifices that were used to summon the card
Charge Pay 3 bones to choose a enemy creature that a card bearing this sigil will strike
Superior Sacrifice A card bearing this sigil is counted as 4 blood rather than 1 blood when sacrificed
Bone hoarder 1, 2 and 3 When a card bearing this sigil is played, x bones are rewarded
Bone prince 2 and 3 When a card bearing this sigil dies, x bones are rewarded instead of 1
Bone lord 5 and 6 When a card bearing this sigil dies, x bones are rewarded instead of 1
Support call When a card bearing this sigil is played, a card from your sidedeck is created in your hand
Host A card bearing this sigil is the host of other creatures
Bait When an opposing creature is played and there is no card opposite of the card bearing this sigil, the opposing creature will move to that spot
Spawner At the end of the owners turn, a card bearing this sigil will move in the direction inscribed in the sigil and create another creature in its old space. (default: Squirrel)
Launcher At the end of the owner's turn, a card bearing this sigil will create another creature on a random empty space on the owner's side of the table. (default: Squirrel)
Shapeshifter A card bearing this sigil is ever changing
Linguist While a card bearing this sigil is on the board, all other talking cards on your side of the board get +1 attack
All seeing While a card bearing this sigil is on the board, all other talking cards on your side of the board get +2 health
Asleep A card bearing this sigil has 0 attack for as long as it has this sigil, and this sigil will be removed after 1 turn
Song of sleep If a creature moves into the space opposing a card bearing this sigil, that creature will obtain the asleep sigil
Blood shifter When a card bearing this sigils kills another card, it will turn into that card
Warper At the end of the owner's turn, the creature bearing this sigil will move to the right, it will jump over any creatures in its path, if it encounters the edge of the board, it will loop over to the other side
Wild hunger At the end of the owner's turn, the card bearing this sigil will move in the direction inscrybed in the sigil, but if it hits a card whilst moving, that card perishes and the card bearing this sigil gains 1+/1+
Right scratch When a card bearing this sigil attacks it also attacks the space on the right of the attacked slot
Left scratch When a card bearing this sigil attacks it also attacks the space on the left of the attacked slot
Double scratch When a card bearing this sigil attacks it attacks twice and the space right and left of the attacked slot
Puppets gift As long as a card bearing this sigil is on the board any cards with brittle won't die because of brittle
Instant A card bearing this sigil will perish immediately after its played

FOR IMBUING

Squirrel, Marginally Better Sacrifice

Bird, Flying and +1/0

Canine, Bloodhound and +1/+1

Hooved, Bifurcated strike

Insect, Tribe attack

Reptile, Tail and +0/1


Anthonys "Good" Sigils

GUID is "AnthonyPython.inscryption.AnthonysSigils"

Name Description
Activated Latch Nano Shield When activated for a cost of 1 energy / 2 bones will allow the owner to give a creature Nano Shield
Activated Latch Brittle When activated for a cost of 1 energy, allows the owner to give a creature Brittle
Activated Latch Explode On Death When activated for a cost of 1 energy, will allow the owner to give a creature Explode On Death
Activated Latch Reach When activated for a cost of 2 energy, allows the owner to give a creature Reach
Docile At the start of the owner's turn, a creature bearing this sigil will lose 1 Power to gain 1 Health
To The Slaughter At the end of every turn, will eat a random Chicken, gaining X Attack for Targets X Health and X Health for Targets X Attack
Chicken A card with this sigil counts as a Chicken
Transform Chicken (Loose Cannon) A Creature bearing this sigil will transform a random creature on the board into a Chicken. A Chicken is defined as 1 Attack, 1 Health
Transform Chicken (Enemy Only) A Creature bearing this sigil will transform a random creature on the board only on the enemies side into a Chicken. A Chicken is defined as 1 Attack, 1 Health

Voids "Bad" Sigils

GUID IS extraVoid.inscryption.voidSigils

Name Description
Blight When [creature] is sacrificed, it subtracts its stat values to the card it was sacrificed for
Random Strike [creature] will strike at opponent slots randomly when it attacks
Bombardier [creature] will deal 10 damage to a random creature during the end phase of the owner's turn
Boneless [creature] gives no bones! Any bones gained from sigils or death will be negated
Burning [creature] is on fire, and will gain 1 power and loose 1 health each upkeep
Cowardly [creature] will not attack a card with a power 2 higher than its own
Dying [creature] will die after X number of turns
Injured [creature] is hurt and will lose 1 health each time it declares an attack due to the strain of the injuries
Paralysis [creature] will only attack every other turn
Pathetic Sacrifice [creature] is so pathetic, it is not a worthy or noble sacrifice. A card with this sigil is meant to stay on the board, and thus can't be targeted by the hammer
Prideful [creature] will not attack a card with a power 2 lower than its own
Recoil [creature] will take 1 damage each time they attack
Sickness [creature] will lose 1 attack each time it declares an attack
Sluggish [creature] will not attack during normal combat. It will instead attack after the Opponent's cards attack
Tooth bargain When [creature] is played, it will put 1 point of damage to its opponent's side of the scale. When it perishes, it will put 2 damage on the owner's side of the scale
Transient At the end of the owner's turn, [creature] will return to your hand
Withering [creature] will perish at the end of the opponent's turn

For Dying:

You can control how long a creature takes to die by setting the custom Property “void_dying_count”


Memes "Bad" Sigils

GUID IS org.memez4life.inscryption.customsigils

Name Description
Exhaustion The attack of a card bearing this sigil will be decreased by the same amount as its lost health
Picky A Card bearing this sigil cannnot be summoned using any free cards as sacrifice
Fearful When a card bearing this sigil is struck without it resulting in death, it will be returned to the owner's hand
Rushing march At the end of the owner's turn, a card bearing this sigil will move to the direction inscrybed to the sigil, if it hits a card however whilst moving, the card bearing this sigil stops and the card it hits perishes

"Vanilla Tweaks"

The GUID Is extraVoid.inscryption.voidSigils

Name Description
Ambush (a port of Sentry from act 3, but more theme'd to act 1) A creature with this sigil will strike at a card that comes infront of it
Broken (a port of Overclock from act 3, but more theme'd to act 1) [creature] is permanently removed from your deck if it dies

Life Cost API


Teeth sigils

GUID IS extraVoid.inscryption.LifeCost

Name Description
“Max Energy Gamble” Pay 6 energy to put 0 to 3 damage on someone's side of the scale
“Cash Converter” Pay 4 foils to put 1 damage on the opponent's side of the scale
“Life Converter” Pay 2 life to gain 1 foils
“Cash Converter” Pay 3 life to increase power and health by 1
“Greedy Strength” Pay 5 currency to increase power and health by 1
“Die Roll” Pay 3 life for the card bearing this sigil to gain between 0 and 6 increased in stats, distributed randomly

Tooth Cost's

NAME INFO EXTENSION PROPERTY
Life You must pay this cost by dealing damage to yourself on the scale. "LifeCost": 2
Currency You must pay this using you Foils/Teeth/Robobucks. "MoneyCost": 2
Hybrid You must pay this cost with either dealing damage to yourself on the scale or using you Foils/Teeth/Robobucks. "LifeMoneyCost": "4"

Bittys Sigils


Bitty's Sigils

bitty45.inscryption.sigils

Name Description
Restriction Sigils ---
Repulsion A card bearing this sigil may not attack.
Nonexistent Soul A card bearing this sigil may not have sigils transferred to, or from this card.
Weak Soul A card bearing this sigil may not have its sigils transferred to another card.
Strong Soul A card bearing this sigil may not recieve sigils from another card.
Pyrophobia A card bearing this sigil may not be buffed at campsites.
Pyrophobia (Power) A card bearing this sigil may not recieve Power buffs from campsites.
Pyrophobia (Health) A card bearing this sigil may not recieve Health buffs from campsites.
Foolhardy A card bearing this sigil may not recieve modifications from any source.
Mox Phobic If a card bearing this sigil's owner controls a Mox card, a card bearing this sigil perishes.
Strafe Sigils ---
Sticky At the end of the owner's turn, a card bearing this sigil will move the opposing card and itself in the direction inscribed in the sigil.
Hauler At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Adjacent friendly creatures will be pulled in the same direction.
Jumper At the end of the owner's turn, a card bearing this sigil will move itself to the first empty space in the direction inscribed in the sigil.
Super Sprinter At the end of the owner's turn, a card bearing this sigil will move itself as far as possible in the direction inscribed in the sigil.
Board Shifter At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. All cards will shift in the same direction, looping to the other edge of the board.
Board Shifter (Opposing) At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. The opponent's cards will shift in the same direction, looping to the other edge of the board.
Board Shifter (Owner) At the end of the owner's turn, a card bearing this sigil will move in the direction inscribed in the sigil. Friendly cards will shift in the same direction, looping to the other edge of the board.
Swap Sigils ---
Heart Swap When a card bearing this sigil is played, all cards on the board swap their power and health.
Stubborn A card bearing this sigil may not have its stats swapped.
Flipper At the end of the owner's turn, a card bearing this sigil swaps its stats.
Hand/Deck Sigils ---
Replenish When a card bearing this sigil is drawn, draw a card.
Fleeting A card bearing this sigil will be discarded at the end of the turn.
Fleeting Draw When a card bearing this sigil is played, draw 1 card with Fleeting.
Outcast At the end of the turn, a card bearing this sigil is shuffled into the deck.
Explosive Squirrel Reproduction When a card bearing this sigil is played, fill your side deck with squirrels.
Misc Sigils ---
Dusty Quill Whenever a creature dies while a card bearing this sigil is on the board, a corpse is raised in it's place. Corpses are defined as: 0/1.
Wildlife Camera When a card bearing this sigil kills another card, a copy of the killed card is created in your hand.
Bleached Brush When a card bearing this sigil is played, the opposing card will lose all its sigils.
Soul Link When a card bearing this sigil perishes, all other allied cards bearing this sigil perish as well.
Hollow Draw When a card bearing this sigil is played, discard the oldest card in your hand, draw a card.
Hollow Barrage When a card bearing this sigil is played, all cards take 1 damage.
Hollow Repeater When a card bearing this sigil perishes, all On Play sigils on that card are activated.
Champion A card bearing this sigil will not take damage from other cards except from combat.
Clockwise When a card bearing this sigil is played, all cards are moved clockwise.
Twister At the end of each turn a card bearing this sigil is on the board, move all cards on the board clockwise.
Counter Attack Once a card bearing this sigil is struck, the striker is then dealt damage equal to this card's attack.
Mirror Counter Once a card bearing this sigil is struck, the striker is then dealt damage equal to the striker's attack.
Deathbell At the start of each turn, a card bearing this sigil perishes.
Mutual Hire When a card bearing this sigil is played, a copy of it is created in the opposing space.
Mysterious Mushrooms At the end of the turn, if there is a card on either side of a card bearing this sigil, they are fused together.
Eggist When a card bearing this sigil is played, an Egg is created on each empty adjacent space.
Fir Caller When a card bearing this sigil is played, a Fir is created in each of the player's spaces.
Activated Sigils ---
Charged Barrage Activate: Pay 4 life to increase the power of all cards on your side of the board by 1.
Sigil Roll Activate: Pay 4 Life to add a random sigil to a card bearing this sigil.
Health Roll Activate: Pay 1 Energy to set the health of a card bearing this sigil randomly between 1 and 3.

Bitty's Triggers

  • IOnStatSwap
  • IOnOtherStatSwap
  • IOnGemChange
  • IOnGemLoss
  • IOnGemGain
  • IOnThisDiscard
  • IOnOtherDiscard

Bitty's Appearences

  • Undead "UndeadAppearance"

Tribal Libary


Tribal Libary

GUID is "tribes.libary"

GUID Name Cards
tribes.libary abomination 0
tribes.libary amalgram 0
tribes.libary amphibian 0
tribes.libary android 0
tribes.libary aqua 0
tribes.libary beast 0
tribes.libary beastwarrior 0
tribes.libary blaster 0
tribes.libary block 0
tribes.libary blooper 0
tribes.libary bomb-omb 0
tribes.libary boneless 0
tribes.libary boo 0
tribes.libary cells 0
tribes.libary ceromorph 0
tribes.libary cheep_cheep 0
tribes.libary chess 0
tribes.libary cloud 0
tribes.libary conduits 0
tribes.libary construct 0
tribes.libary corpse 0
tribes.libary crusher 0
tribes.libary cryptid 0
tribes.libary cyberse 0
tribes.libary dinosaur 0
tribes.libary divinebeast 0
tribes.libary dragon 0
tribes.libary ebird 0
tribes.libary ecanine 0
tribes.libary egg 0
tribes.libary ehooved 0
tribes.libary einsect 0
tribes.libary electricity 0
tribes.libary ereptile 0
tribes.libary esquirrel 0
tribes.libary everything 0
tribes.libary fairy 0
tribes.libary feline 0
tribes.libary fiend 0
tribes.libary fish 0
tribes.libary fleshy 0
tribes.libary foe 0
tribes.libary friend 0
tribes.libary frozen 0
tribes.libary fungus 0
tribes.libary gamer 0
tribes.libary gargoyle 0
tribes.libary gems 0
tribes.libary ghoul 0
tribes.libary giant 0
tribes.libary goo 0
tribes.libary goomba 0
tribes.libary guardian 0
tribes.libary hand 0
tribes.libary haunted 0
tribes.libary hellion 0
tribes.libary horror 0
tribes.libary hound 0
tribes.libary humanoid 0
tribes.libary ice 0
tribes.libary instrument 0
tribes.libary itembox 0
tribes.libary kithkin 0
tribes.libary koopa 0
tribes.libary lich 0
tribes.libary machine 0
tribes.libary malware 0
tribes.libary mbird 0
tribes.libary mcanine 0
tribes.libary mhooved 0
tribes.libary minsect 0
tribes.libary moon 0
tribes.libary mox 0
tribes.libary mreptile 0
tribes.libary mskeleton 0
tribes.libary msquirrel 0
tribes.libary mullusk 0
tribes.libary nature 0
tribes.libary necron 0
tribes.libary nightmare 0
tribes.libary noble 0
tribes.libary occultist 0
tribes.libary ooze 0
tribes.libary organ 0
tribes.libary piranha_plant 0
tribes.libary planet 0
tribes.libary plant 0
tribes.libary platform 0
tribes.libary pokemon 0
tribes.libary pokey 0
tribes.libary possessed 0
tribes.libary power_up 0
tribes.libary psychic 0
tribes.libary pyro 0
tribes.libary robot 0
tribes.libary rock 0
tribes.libary rodent 0
tribes.libary scarecrow 0
tribes.libary scholar 0
tribes.libary seaserpent 0
tribes.libary security 0
tribes.libary shade 0
tribes.libary shapeless 0
tribes.libary shapeshifter 0
tribes.libary shroob 0
tribes.libary shy_guy 0
tribes.libary skeletal 0
tribes.libary slasher 0
tribes.libary snake 0
tribes.libary specter 0
tribes.libary spectral 0
tribes.libary spellcaster 0
tribes.libary spike 0
tribes.libary spirit 0
tribes.libary star 0
tribes.libary stone 0
tribes.libary tentacle 0
tribes.libary thrull 0
tribes.libary thunder 0
tribes.libary tiny 0
tribes.libary treasure 0
tribes.libary trees 0
tribes.libary unicellular 0
tribes.libary utillity 0
tribes.libary vampire 0
tribes.libary vessel 0
tribes.libary virus 0
tribes.libary warrior 0
tribes.libary werewolf 0
tribes.libary wingedbeast 0
tribes.libary wurm 0
tribes.libary wyrm 0
tribes.libary zombie 0

Nevernamed's Sigilarium

Adds a wide collection of sigils across all acts of Inscryption, with a focus on Act 1 / Kaycee's Mod. Also includes variable stats and tribes! For those looking to use my sigils in their own mods, the mod GUID is nevernamed.inscryption.sigils

"Made By Amy"


Passive Sigils

Icon Sigil Name Power Level Description Notes
Emerald Dependant -4 If the sigil bearer's owner controls no green mox gems, it will perish.
Ruby Dependant -4 If the sigil bearer's owner controls no orange mox gems, it will perish.
Sapphire Dependant -4 If the sigil bearer's owner controls no blue mox gems, it will perish.
Doomed -3 At the end of the turn, the sigil bearer dies. The amount of turns needed for the card to perish can be configured.
Claw -3 The sigil bearer will lose all attack Power if it is not adjacent to a card with the Clawed sigil.
Squirrel Dependent -3 If there are no cards in the Squirrel Tribe on the same side of the board as the sigil bearer, the sigil bearer will die. If the sigil bearer itself is in the Squirrel tribe, it cannot keep itself alive.
Traitor -3 When the sigil bearer is played, if the slot opposite it is empty, it will move into that slot.
Blood Dependent -3 If the sigil bearer does not strike a creature during it's turn, it will die at the beginning of the owner's next turn.
Instant Effect -3 After resolving on the board, the sigil bearer will immediately perish.
Unstable Gems -3 While the sigil bearer is on the board, all friendly creatures which cost a mox gem will gain the Brittle sigil when played.
Endangered -2 At the end of the turn, the sigil bearer has a 1 in 4 chance to die.
Energy Dependent -2 If the player has no energy, the sigil bearer dies.
Frail Sacrifice -2 When the sigil bearer is sacrificed, the creature it was sacrificed for gains the Frail sigil.
Abstain -2 The sigil bearer will not attack during the normal turn order, but may still be prompted to attack by other sigil effects.
Bone Dependent -2 If the player has no bones, the sigil bearer dies.
Frail -2 If the sigil bearer takes any damage, it will die.
Motivator -2 When the sigil bearer strikes a creature, that creature gains 1 Power.
Eye for Battle -2 The sigil bearer will lose all attack Power if it is not directly opposing an enemy creature.
Flank Blast -2 When the sigil bearer perishes, adjacent friendly creatures are dealt 10 damage.
Docile -2 The sigil bearer will wait a turn between attacking. The amount of turns needed for the card to attack can be configured.
High Powered -2 At the start of its owners turn, the sigil bearer will consume 1 energy.
Burning -1 At the end of the term, the sigil bearer takes 1 damage. Any creatures which strike the sigil bearer also gain the Burning sigil.
Pushover -1 The sigil bearer will perish if it is opposed by a creature.
Globetrotter -1 After attacking, the sigil bearer will strafe. If met with an obstruction, it will attempt to move to the other side of the board and circle around.
Wimpy -1 When the sigil bearer deals damage to a creature, it will always deal 1 less damage than it should.
Splash Zone -1 When the sigil bearer is struck, the creatures to it's left or right are also dealt 1 damage.
Flighty 0 At the end of the turn, the sigil bearer will move to a random open space on the same side of the board.
Hypermorphic 0 At the end of the turn, the sigil bearer will transform into a random card.The new creature will keep this ability. Rare cards will always transform into rare cards, and commons will always transform into commons. Cards will only turn into cards of the same Temple. In Act 1, if the card is common and has a tribe, it will only transform into cards of the same tribe.
Fire Resistant 0 The sigil bearer will not take damage from the Burning sigil.
Crooked Strike Left 0 The sigil bearer's attacks will always be one space to the left of where they would be normally. If the sigil bearer also has Crooked Strike Right, it will behave as if it had Bifurcated Strike.
Crooked Strike Right 0 The sigil bearer's attacks will always be one space to the right of where they would be normally. If the sigil bearer also has Crooked Strike Left, it will behave as if it had Bifurcated Strike.
Home Run 0 The sigil bearer will always attack the slot opposite the slot it was placed in, even if it moves.
Diver 0 When the sigil bearer attacks a slot containing a submerged card, it will force the card to re-emerge in order to be attacked.
Erratic 0 After attacking, the sigil bearer will move in the direction the sigil is pointing. Cannot move if obstructed. 50% chance to flip the sigil direction each turn.
Rock Eater 0 Any terrain cards played while the sigil bearer is on the board will be removed, and their stats and sigils will be added to the sigil bearer.
Wavering Strike 0 At the end of each turn, the sigil bearer will alternate between attacking one slot to the left of it's normal targets, or one slot to the right of it's normal targets.
Reroute 0 At the end of the turn, the sigil bearer will swap places with a random creature on the same side of the board.
Crunchy 0 When the sigil bearer is sacrificed, it generates one bone for its owner.
Annihilation 0 When the sigil bearer perishes, all creatures on the board are dealt 10 damage.
Firebomb 0 When the sigil bearer perishes, creatures adjacent to it and opposing it take 2 damage and gain the Burning sigil.
Morph Mover 0 When the sigil bearer is drawn, this sigil is replaced by a random movement related sigil.
Mystery Mox 0 When the sigil bearer is drawn, this sigil is replaced by a random gem-granting sigil.
Unhammerable 0 The sigil bearer cannot be killed using the hammer.
Waterbird 0 If the sigil bearer strikes a slot containing a submerged creature, that creature will re-emerge and the sigil bearer will attack it instead of attacking directly.
Unfocused Strike 1 The sigil bearer will attack a random opponent space when it attacks. With multiple strikes, each strike will be random.
Harbinger 1 While the sigil bearer is on the board, when another card on the player's side of the board dies, the sigil bearer will move to their empty spot.
Trampler 1 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing. If there is a card in the space that is being moved to, that card will die. When killing a card via moving over it, the sigil bearer will gain +1 Power.
Trifling Sacrifice 1 Increases the sigil bearer's blood worth for sacrifice by 1.
Visceral 1 When the sigil bearer is sacrificed, its owner gains bones equal to the amount of blood which was wasted in the sacrifice.
Crossbones 1 When the sigil bearer is played, its owner gains 2 bones.
Termite King 1 If the sigil bearer is on the same side of the board as a card with the Termatriarch Sigil, the Termatriarch sigil will be allowed to activate.
Termatriarch 1 At the start of the owner's turn, if there is also a card with the Termite King sigil on the same side of the board, a Termite will be created in the player's hand. (See Cards section) Created Termite will adopt any modifiers given to both parents.
Recharge 1 When the sigil bearer is played, the player gains 1 energy. Does not affect energy maximum.
Aculeate Grip 1 If a card is placed on the same side of the board as the sigil bearer, the sigil bearer will move towards them as far as possible, dealing 1 damage to whatever they collide with (be it the placed card, or an obstacle) and increasing it's own Health by 1.
Paralytic 1 When the sigil bearer strikes a creature, that creature loses 1 Power. Does not affect cards with the Giant trait.
Coastguard 1 The sigil bearer during the opponent's turn. When an opposing creature is placed opposite to an empty space, the sigil bearer will move to that empty space, while remaining submerged.
Tug 1 When the sigil bearer is played opposing an empty space with an opponent creature queued to come in on the opponent's turn, that creature will instead be pulled into the opposing space during the current turn.
Immaterial 1 When the sigil bearer is attacked during normal combat action, any damage will pass straight through to the bearer's owner.
Stalwart 1 Any movement by the sigil bearer will be cancelled, and return the sigil bearer to it's original space.
Crusher 1 The sigil bearer gains +2 Power if opposed by a Terrain card.
Bone Duke 1 When the sigil bearer dies, it's owner gains 2 additional bones for a total of 3.
Fossil Record 1 While the sigil bearer is on the board, any terrain cards which perish grant an additional 3 bones to this card's owner.
Phantasmic 1 At the end of the owner's turn, the sigil bearer will move in the direction the sigil is pointing. It will pass through obstructions, and wrap around to the other side of the board if it hits the edge.
Bloodrunner 1 When the sigil bearer strikes a creature it will move in the direction the sigil is pointing.
Bully 1 The sigil bearer will strike the least powerful opponent card when it attacks.
Wingrider 1 If a friendly creature with the airborne sigil is played while the sigil bearer is in the owner's hand, the sigil bearer will be played for free adjacent to the airborne card.
Collector 1 At the end of the turn, the sigil bearer will strafe. Cards which are in the way of the sigil bearer are returned to the owner's hand.
Bloodborn 1 When the sigil bearer is sacrificed, it will transform to or from it's alternate form instead of perishing. The card the bearer transforms into can be configured. By default, the sigil bearer will switch between having and not having +2 Power.
Regenerator 1 At the start of the owners turn, the sigil bearer will heal 1 health.
Under Pressure 1 When the sigil bearer perishes, 2 damage is dealt to the opponent creature. Also, when the sigil bearer perishes, any adjacent creatures with this sigil also take ten damage.
Gut Spewer 2 When played, creates a Guts card in the owner's hand. The Guts card adopts all the sigils of the original bearer and can be configured.
Trophy Hunter 2 The sigil bearer will strike the most powerful opponent card when it attacks. See Card Power Level on the Inscryption Wiki for more details on card power.
Fearsome 2 When a card bearing this sigil attacks a space containing another creature, that creature will move out of the way if there is room.
Organ Thief 2 When the sigil bearer kills another creature, a Guts card is created in the owner's hand. The Guts card adopts all the sigils of the original bearer and can be configured.
Haunter 2 When the sigil bearer dies, it's sigils (except for Haunter itself) will linger in the space it died in. The next card to enter that space will gain those sigils.
Web 2 If a creature in the Insect tribe would strike the sigil bearer, it does not.
Sharper Quills 2 When the sigil bearer is struck, the striker will take 2 damage.
Weaver 2 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, and leave a Web in it's place. (See Cards section)
Bone Spurs 2 When the sigil bearer is struck, its owner gains 1 bone.
Allure 2 At the start of the owner's turn, if the slot opposite the sigil bearer is empty, creatures to the left or right of the empty slot will be moved into it.
Landscaper 2 When the sigil bearer is played, all Terrain cards are removed from the board and added to the owner's hand.
Fan Tailed 2 When the sigil bearer is played, all cards on the same side of the board gain the effect of the Airborne sigil until the end of the turn.
Drop 2 If the sigil bearer is drawn as part of your opening hand, it will be automatically played on a random board space for free.
Artistic License 2 If the sigil bearer is played opposite an opponent's creature, that creature loses all its sigils.
Death Snatch 2 When the sigil bearer perishes, a card is automatically drawn from its owner's deck.
Tempting Target 2 If an opponent creature would strike a space adjacent to the sigil bearer, it will instead strike the sigil bearer.
Blood From Stone 2 The owner may sacrifice Terrain cards in order to play the sigil bearer.
Point Nemo 2 When the sigil bearer is played, all cards on the board gain the Waterborne Sigil. Does not affect cards with the Uncuttable trait.
Dog Gone 2 The sigil bearer gains +2 Power if opposed by a creature in the Canine tribe.
Snakebite 2 The sigil bearer gains +2 Power if opposed by a creature in the Reptile tribe.
Fowl Play 2 The sigil bearer gains +2 Power if opposed by a creature in the Avian tribe.
Deerly Departed 2 The sigil bearer gains +2 Power if opposed by a creature in the Hooved tribe.
Insectivore 2 The sigil bearer gains +2 Power if opposed by a creature in the Insect tribe.
Valuable 2 When the sigil bearer dies, it's owner gains an amount of currency. By default gives 2 teeth in act 1, 3 foils in act 2, and 3 robobucks in act 3 but the exact amount can be configured.
Thief 2 When the sigil bearer kills a creature, its owner gains 1 currency. The amount gained can be configured.
Healshield 2 If the sigil bearer does not take damage or lose the armored sigil for a turn, it will gain the Armored sigil at the start of the next turn.
Surging Quills 2 When the sigil bearer is struck, it deals damage to the striker equal to how many times it has taken damage in the battle.
Trajectile Quills 2 When the sigil bearer is struck, it's owner chooses an opponent card to be dealt 1 damage.
Propagation 2 When the sigil bearer kills a creature, a set card is created on the board to the bearer's left or right. The set card can be configured.
Siphon 2 The creature to the left of the sigil bearer loses all Power. The sigil bearer gains Power equal to the stats lost by the adjacent card.
Cheater 2 When the sigil bearer kills a creature, one direct damage is dealt to the opponent.
Spurred 2 The sigil bearer gains +1 Power when the slot directly opposing it is occupied. The amount of Power gained can be configured.
Painful Presence 2 At the end of the turn, all creatures adjacent to the sigil bearer horizontally, vertically, or diagonally take 1 damage.
Distraction 2 When the sigil bearer would be struck, it moves to the right or left and leaves a set card behind. The set card can be configured, using the same card spawn parameters as Loose Tail. You can also configure the amount of times the sigil will trigger before being removed.
Expulsion 2 When the sigil bearer takes damage, it regurgitates it's contents into the adjacent space to the right. The set card can be configured. You can also configure the amount of times the sigil will trigger before being removed.
Bombs Away 2 When the sigil bearer is played, a Payload is created in the opposing slot. (See Cards section)
Cleaving 2 When the sigil bearer strikes another creature, that creature will be cut in half. Half of the creature will move to the right, while the other half remains in place. The halves will split the stats and sigils of the original card between themselves.
Desperate 2 When the sigil bearer perishes, it deals one point of damage to the opponent.
Lockdown 2 When the sigil bearer is played, the opposing creature loses attack power equal to the power of this card and gains the Stalwart sigil.
Obedient 2 At the end of the owner's turn, the sigil bearer will move to an empty space on the same side of the board, chosen by it's owner.
Viva La Revolution 2 At the start of its owners turn, the sigil bearer will revolve all creatures on the board clockwise. Also, the sigil bearer will not attack it's original owner.
Bandage Weaver 3 At the end of the turn, cards to the left and right of the sigil bearer are healed for 1 Health. Cannot overheal.
Tooth Puller 3 At the end of the turn, a point of damage is added to the opponent's scale.
Medicinal 3 When the sigil bearer is played, all friendly cards on the board are healed for 2 Health, and lose all sigils with negative sigil power.
Savage Ritual 3 When the sigil bearer is sacrificed, it will attack once before perishing.
Skin Animator 3 While the sigil bearer is on the board, any pelt cards on the same side of the board gain the sigil bearer's attack Power.
Ripper 3 When a non-terrain card with no cost and 1 Health is played on the same side of the board as the sigil bearer, it will perish. The sigil bearer will move to the position in which it was placed, and gain +1 Power and Health. Will also trigger on the Black Goat, regardless of it's health. Consuming the Black Goat grants +3 Power and Health.
Mockery 3 If the sigil bearer is played opposite an opponent's creature, it will adjust it's stats to match that creature's stats for the remainder of the fight.
Running Strike 3 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing. Before moving, the sigil bearer will attack the space opposite of the space it is moving to.
Clawing Hand 3 When the sigil bearer is struck, the striker will take damage equal to the number of cards in the player's hand.
Decked Out 3 When the sigil bearer is struck, a Squirrel, Empty Vessel, Skeleton, or random Mox Gem is created in the player's hand.
Other Side 3 While the sigil bearer is on the board, a Skeleton will be created in the player's hand whenever a player creature perishes. Cannot create Skeletons from Skeletons, or itself.
Tuck And Roll 3 At the beginning of the owner's turn, the sigil bearer will move to the leftmost unnoccupied slot which is opposed by the least attack Power. If there is no card in an opposing space and the sigil bearer belongs to the player, it will consider the opponent's queued card instead. Creatures with Touch of Death are considered 999 attack Power unless the sigil bearer has the Made of Stone sigil. Creatures with Airborne are considered 0 attack Power unless the sigil bearer has Mighty Leap.
Vampiric 3 When the sigil bearer kills another creature, it gains +1 Health.
Transformer 3 At the end of the turn, the sigil bearer will transform to a set alternate form. The card the sigil bearer transforms into can be configured. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 Power buff each turn.
Twister 3 When the sigil bearer is struck, it transforms to a sert alternate form. The card the sigil bearer transforms into can be configured. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 Power buff each time it is struck.
Subaquatic Spines 3 The sigil bearer will submerge itself during the opponent's turn. Creatures which attack the space the sigil bearer is in will take 1 damage.
Caustic 3 When the sigil bearer perishes, the creature that killed it will also die.
Unlucky 3 While the sigil bearer is alive on the board, cards played by the opponent have a chance to have debuffed stats, or lose a random sigil.
Ant Guardian 3 When any card with the Ant trait on the same side of the board as the sigil bearer is struck, the sigil bearer will attack the striker in retaliation. If the sigil bearer has the Ant trait, it will not avenge itself.
Moxcraft 3 When the sigil bearer is struck, a random mox gem is created in the owner's hand.
Woodsie Lord 3 When the sigil bearer is played, an Enchanted Pine (See Cards section) is created in every empty space on the board.
Downdraft 3 At the start of the owner's turn, creatures to the left and right of the sigil bearer gain the effect of the Airborne sigil until the end of the turn. Cards played adjacent to the sigil bearer also gain the effect of the Airborne sigil until the end of the turn.
Gift Bearer 3 When the sigil bearer perishes, a random common card from the same Temple will be created in the owner's hand. A modified version of the Gift Bearer sigil which works in all acts. Created card gains all mods given to the original.
Kin Bearer 3 When the sigil bearer perishes, a random card from the same Temple and Tribe will be created in the owner's hand. If the bearer has no tribe, the created card is completely random. Created card gains all mods given to the original.
Harts Within 3 When the sigil bearer is struck, a random card from the Hooved tribe is created in the owner's hand.
Chaos Strike 3 When the sigil bearer is drawn, this sigil is replaced by a random strike modifier sigil.
Buzz Off 3 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, leaving a Mayfly in it's place. (See Cards section)
Moxwarp 3 While the sigil bearer is on the board, any damage dealt to a Sapphire Mox will cause all Ruby Mox on the board to attack for the amount dealt. Any damage dealt to a Ruby Mox will also cause all Sapphire Mox on the board to attack for the amount dealt.
Graveyard Shift 3 When the sigil bearer dies, a specified card is left in it's place. The set card can be configured. Unlike Frozen Away, this card will gain any modifiers applied to the original.
Gooey 3 When the sigil bearer is struck, the striker loses 1 Power. Does not affect cards with the Giant trait.
Fatal Flank 3 When the sigil bearer perishes, it creates a set card to it's left and right. The set card created can be configured.
Eager 3 The sigil bearer gains +2 Power for one turn after being played.
Lash Out 3 At the end of the owner's turn, the sigil bearer will attack a random opponent space.
Esprit De Corps 3 While the sigil bearer is on the board, cards in the leftmost and rightmost slots on the same side of the board gain 1 Power.
Unbalanced Leadership 3 The creature to the left of the sigil bearer gains 2 Power.
Sturdy 3 Any damage taken by the sigil bearer is reduced by 1.
Revolve 3 When the sigil bearer is played, all creatures on the board move one space clockwise.
Venator 3 When the sigil bearer kills a creature, it will transform to or from an alternate form. The card that the sigil bearer transforms into can be configured. If the sigil bearer does not have a set alternate form, it will instead alternate between having and not having a +2 Power buff upon scoring a kill.
Summoner 3 When the sigil bearer is played, its owner is presented a selection of random creatures. They may choose one to be created in their hand. By default, the sigil gives a choice between 3 cards but this number can be configured.
Sharpest Quills 3 When the sigil bearer is struck, the striker takes 3 damage.
Remote Controlled 3 When the sigil bearer is played, a Remote Controller is created in the owner's hand. When the remote controller is struck, the sigil bearer will attack the striker.
Split Sentry 3 When a creature moves in front of the sigil bearer, cards adjacent to that creature are dealt 1 damage.
Snare 3 When the sigil bearer is played, it consumes the opposing creature. The opposing creature will be released back into the opposing space when the sigil bearer perishes. If the space opposing the sigil bearer is occupied while the ensnared creature is released, the opposing card will be destroyed.
Bisection 3 When the sigil bearer kills a creature, two free copies of the slain creature are created in the owner's hand. These copies have zero Power, and halved Health. If the killed creature has the Fatal Flank sigil, the cards created by that sigil will be added to the owner's hand instead.
Emancipation 3 When the sigil bearer is played, copies of any cards which the owner has in bottle items are created in the owner's hand without expending the bottle.
Collateral Damage 3 At the end of the turn, the card which is physically closest to the sigil bearer on the board will be dealt ten damage.
Squirrel King 3 When the sigil bearer deals damage to a creature, a Squirrel is created in the owner's hand.
Card Shedder 3 After attacking, the sigil bearer strafes, and leaves a set card behind. The set card can be configured.
Sapphire Heart 3 When the sigil bearer perishes, a Sapphire Mox is created in it's place.
Emerald Heart 3 When the sigil bearer perishes, an Emerald Mox is created in it's place.
Ruby Core 3 When the sigil bearer perishes, a Ruby Vessel is created in it's place.
Emerald Core 3 When the sigil bearer perishes, a Emerald Vessel is created in it's place.
Sapphire Core 3 When the sigil bearer perishes, a Sapphire Vessel is created in it's place.
Antimagic 3 Any mox gems played while the sigil bearer is on the board will immediately perish. The sigil bearer will move to the position of the destroyed gem, gain 1 Health, and immediately attack.
Bloated 3 The sigil bearer is worth blood equal to its Health when sacrificed.
Bloodguzzler 3 When the sigil bearer deals damage to a creature, it gains 1 Health for each damage dealt.
Bombjuration 3 When the sigil bearer is played, it's owner may choose an empty slot on either side of the board. A Magic Bomb is created in the chosen slot. (See Cards section)
Circuit Maker 3 When the sigil bearer is played, a conduit card is created to its left and right. The created cards can be configured.
Disembowel 3 When the sigil bearer is sacrificed, an amount of Guts cards equal to its remaining health are created in its owners hand. The Guts cards can be configured and adopt one of the sigils of the original bearer, chosen at random.
Draw 3 When the sigil bearer is played, its owner draws cards equal to the number inscribed on this sigil. The amount of cards drawn can be configured.
Gem Shedder 3 At the end of the owner's turn, the sigil bearer will move in the direction inscrybed in the sigil and drop a random Gem in its old place.
Killing Joke 3 While the sigil bearer is on the board, all friendly creatures which cost an orange gem will either gain +1 Power or -1 Power when played.
L33pleaver 3 At the end of the owner's turn, the sigil bearer will move in the direction inscrybed in the sigil and drop a L33pB0t in its old place.
Nature of the Beast 3 When the sigil bearer perishes, a completely random creature is created in the owner's hand. The created card is a randomized deathcard from the Blood Artist sigil.
Piercing 3 When the sigil bearer strikes a slot which has a creature queued behind it, the queued creature will take 1 damage.
Preemptive Strike 3 The sigil bearer will attack once when first played.
Put Sentry Here 3 When the sigil bearer is played, a Sentry Drone is created to its left and right. The created cards can be configured.
Skull Swarm 3 While the sigil bearer is alive and on the board, all Skeletons will strike twice when attacking.
Supercharge 3 When the sigil bearer is played, it refreshes it's owner's energy to the current maximum.
Telepathic 3 While the sigil bearer is on the board, all friendly creatures will stike the most powerful opponent card when they attack.
Transmogrification 3 When the sigil bearer strikes a creature, that creature will be changed into another form. The card the attacked creature transforms into can be configured. By default Bullfrog.
Wild Shape 3 When the sigil bearer is played, it transforms based on what gem colours its owner controls. The specific forms can be all separately configured.
Copier 4 When the sigil bearer is killed by another card, a copy of the card that killed it is created in the owner's hand. Has unique interactions when killed by certain boss effects.
Exploding Corpse 4 When the sigil bearer dies, a Guts card is created in every empty space. The Guts cards can be configured and adopt one of the sigils of the original bearer, chosen at random.
Commander 4 When the sigil bearer is struck by another creature, the cards to it's left and right will attack that creature.
Enraged 4 When the sigil bearer is struck, it gains 1 Power.
Ignition 4 Creatures struck by the sigil bearer gain the Burning sigil. Cannot ignite creatures with the Made Of Stone sigil.
Trapjaw 4 The sigil bearer will attack twice. If there is a card to the left of the opposing space, it will strike that card. If not, it will strike straight forward. If there is a card to the right of the opposing space, it will attack that space. If not, it will attack straight forward.
Snapshot 4 When the sigil bearer is played, it records the state of the board. When the sigil bearer dies, it resets the board to this state, minus itself.
Lonesome 4 The sigil bearer gains +1 Power for each empty adjacent space, up to a max of +2. Null slots (such as those outside of the board) are considered occupied.
Deus Hoof 4 While the sigil bearer is on the board, all Hooved tribe cards on the same side of the board gain +1 Power and Health. When the sigil bearer is struck, all Hooved tribe cards on the same side of the board will attack the striker.
Clawed 4 When the sigil bearer is played, a Claw card is created to it's left and right. If those spaces are occupied, any creatures in them will die to make room for the claws. Each of the Claw cards can be configured separetely.
Cute 4 When the sigil bearer is struck, the card that struck it will be rendered unable to attack next turn.
Return Strike 4 When the sigil bearer is struck, it will attack the striker once in retaliation.
Inspiring Sacrifice 4 When the sigil bearer is sacrificed, the creature it was sacrificed for gains all of it's sigils.
Exceptional Sacrifice 4 Increases the sigil bearer's blood worth for sacrifice by 5.
Parthenogenesis 4 When the sigil bearer dies from combat, it will leave a Clone Grub in it's place. The Clone Grub will evolve back into a copy of the original sigil bearer. The Clone Grub card can be configured.
Twin Bond 4 When the sigil bearer is played, an identical copy is created to the left or right, even killing adjacent cards to make space if necessary. The original and it's copy share the same Health, and if one dies, the other will as well.
Fringe Strike 4 The sigil bearer will always strike the leftmost and rightmost opponent spaces when it attacks.
Vessel Shedder 4 At the end of the turn, the sigil bearer will move in the direction the sigil is pointing, and leave an Empty Vessel in their place.
Spiders Web 4 If the sigil bearer is on the board, any time an opponent's creature moves (with the exception of entering the board for the first time) the sigil bearer will strike them for one damage.
Bonelust 4 When the sigil bearer kills another creature, its owner is granted 3 bones.
Swooping Strike 4 The sigil bearer will strike the opposing space an extra time when attacking. The sigil bearer will gain the effect of the Airborne sigil at the beginning of each turn, but lose it after striking for the first time on that turn.
Incontinent 4 When the sigil bearer would be struck, a Mess is created in it's place (see Cards Section) and the sigil bearer moves to the right.
Fire In The Hole 4 When the sigil bearer perishes, it's owner may choose an opponent slot. The creature in that slot takes 10 damage.
Lurk 4 The sigil bearer will submerge during the opponent's turn. When an enemy card enters the space directly opposing the sigil bearer, the sigil bearer will strike it for 1 damage.
Sanguine 4 While the sigil bearer is on the board, it will gain +1 Power when the player sacrifices a creature. These buffs last for the remainder of the battle.
Resilient 4 Any damage taken by the sigil bearer is reduced to 1.
Mauler 4 When the sigil bearer kills a creature, any overkill damage is dealt directly to that creature's owner, rather than the queued card.
Call To Arms 4 When the sigil bearer is played, the creatures to it's left and right will immediately attack.
Splash Damage 4 When the sigil bearer strikes a slot, creatures to the left and right of that slot also take 1 damage.
Filter Feeder 4 When a creature adjacent to the sigil bearer dies, the sigil bearer gains 1 Power or 1 Health.
Odd Strike 4 The sigil bearer will strike all odd indexed opponent slots.
Even Strike 4 The sigil bearer will strike all even indexed opponent slots.
Center Strike 4 The sigil bearer will strike all opponent slots except for those in the leftmost and rightmost lanes.
Herald 4 When the sigil bearer kills a creature, creatures to the left and right of the bearer gain 1 Power.
Divisibility Strike 4 The sigil bearer alternates between the effects of Odd Strike and Even Strike at the end of each turn.
Sinister Strike 4 The sigil bearer will also strike the space to the left of the opposing space when it attacks.
Dexter Strike 4 The sigil bearer will also strike the space to the right of the opposing space when it attacks.
Sentriple 4 When a creature moves in front of the sigil bearer, that creature, as well as any adjacent creatures to it, are dealt 1 damage.
Legion 4 When struck, the sigil bearer will create a number of set cards in the owner's hand equal to how much Health the sigil bearer has remining. After this, the sigil bearer will perish. The set cards can be configured.
Blood Gusher 4 When the sigil bearer kills a creature, itself as well as creatures to it's left and right gain +1 Health.
Hook Line and Sinker 4 When the sigil bearer perishes by combat, the enemy creature opposing it will be pulled across the board and into the bearers old space.
Sharp Shot 4 When the sigil bearer takes fatal damage, it gains +2 Power and attacks once before perishing.
Armortify 4 When the sigil bearer kills a creature, it gains the Armored Sigil.
Osteoklepty 4 When the sigil bearer is played, it steals all of the opponents bones for it's owner.
Absorber 4 If a creature adjacent to the sigil bearer is struck, the sigil bearer will gain Health equal to the amount of damage dealt.
Backup 4 When the sigil bearer perishes by combat, the first card in it's owner's hand is played in it's place.
Blood Artist 4 Every three cards which perish by combat while the sigil bearer is on the board, the sigil bearer will give it's owner a deathcard constructed from the cost, stats, and sigils of those creatures.
Divination 4 The next card drawn while the sigil bearer is alive and on the board will be duplicated. The sigil is removed after the effect triggers.
Dripping 4 At the end of the owner's turn, the sigil bearer will move in the direction inscribed in the sigil and leave part of it's own body in it's wake. The body part created can be configured.
Easy Pickings 4 When the sigil bearer is played, all other creatures on the board with 1 Health will perish.
Friend Finder 4 When the sigil bearer is played, a random Steam friend is created in the slots to it's left and right.
Frog Friend 4 At the end of the owner's turn, the sigil bearer will move in the direction inscrybed in the sigil. The owner may search your deck for any "frog" or "toad" creatures, and play them in the sigil bearer's old space.
Magitech 4 While the sigil bearer is alive and on the board, playing a mox gem will provide it's owner with an energy cell.
Ranger 4 When the sigil bearer is played, it's owner may choose an opponent creature. That creature will take 10 damage.
Rupture 4 When the sigil bearer deals damage to a creature, half of that damage, rounded down, is also dealt to that creature's owner.
Sigil Mimic 4 If the sigil bearer is played opposite an opponent's creature, this sigil is replaced by copies of that creatures sigils.
Snip 4 When the sigil bearer is played, the creature opposing it is removed from the board without triggering on-death effects.
Switch Strike 4 At the end of its owner's turn the sigil bearer will alternate between striking to the left or right of the opposing slot when it attacks, in addition to striking the opposing slot.
Toxic 4 When the sigil bearer is struck but does not perish, the striker perishes. Does not affect Made of Stone cards.
Trio 5 When the sigil bearer is played, a copy of the sigil bearer is created to it's left and right.
Immortal Coil 5 If a card on the same side of the board as the sigil bearer dies while the sigil bearer is alive and on the board, the perished card will return to the owner's hand with one less Health. Cannot make a card's Health less than one. Cannot resurrect itself.
Dupeglitch 5 When the sigil bearer is played, the player may search their deck for any card, and create an identical copy of it in their hand.
Triple Strike 5 The sigil bearer will strike the opposing space two extra times when attacking.
Gold Rush 5 When the sigil bearer is played, all opponent cards on the board perish, and are replaced by Gold Nuggets.
Soak 5 Any damage taken by the sigil bearer is reduced by 1. After being struck the number of times rendered on the sigil, the bearer will attack with Power equal to it's current Health, then perish. Times required to be struck can be configured.
Ravenous 5 The sigil bearer will strike the opposing space an additional time when attacking for every creature it has killed since the beginning of combat.
Pinnacle Strike 5 The sigil bearer will strike all opponent slots when it attacks.
Enemy Lines 5 The sigil bearer will strike all lanes that it is not directly opposing when it attacks.
Split Detonation 5 When the sigil bearer perishes, creatures which are diagonally adjacent to it are dealt 10 damage.
Trinket Bearer 5 When the sigil bearer is played, it grants it's owner a random item. An Act 2 version of the vanilla sigil. The given items are unique cards that need to be played to activate their effects.
Batch Delete 5 When the sigil bearer strikes a creature and it perishes, any creatures on the board which share the same cost as the target also perish.
Bleach 5 When the sigil bearer is played, all opponent creatures lose all sigils.
Blue Inspiration 5 While the sigil bearer is on the board, all friendly creatures which cost a blue gem will gain a random sigil when played.
Green Inspiration 5 While the sigil bearer is on the board, all friendly creatures which cost a green gem gain +2 Health.
Orange Inspiration 5 While the sigil bearer is on the board, all friendly creatures which cost an orange gem gain +1 Power.
Deadringer 5 While the sigil bearer is alive and on the board, it gains +1 Power each time the bell is rung, if it has less than 5 Power.
Double Tap 5 When a friendly creature strikes an opponent creature, the sigil bearer will also attack that opponent creature.
Eternal 5 While the sigil bearer is alive and on the board, its owner may not take fatal damage.
Exhume 5 When the sigil bearer is played, it's owner may search their graveyard for a card, and add that card to their hand.
Exsanguination 5 While the sigil bearer is on the board, friendly creatures have their blood cost reduced by 1.
Face To Face 5 When the sigil bearer is drawn, it morphs to mimic the current opponent. If the opponent is null, the sigil bearer will morph into an Amalgam.
Freefall 5 While the sigil bearer is on the board, all airborne creatures require exactly 1 less of their respective cost to be played.
Giant 5 While the sigil bearer is on the board, any strikes against its owner will target it instead.
Marcescent 5 When the sigil bearer attacks an opposing creature and it perishes, this card gains it's attack power.
Omniguardian 5 When the sigil bearer is played, all friendly creatures on the board gain the Armored sigil.
Quad Strike 5 The sigil bearer will strike each opposing space to the left and right of the spaces across from it as well as striking the space in front of it an additional time.
Quickdraw 5 The sigil bearer will automatically play itself from your deck onto a random space at the start of each battle.
Recycle 5 While the sigil bearer is on the board, when any friendly creature perishes by combat a special card will be created in the owners hand. The card created depends on the temple of the friendly card which perishes. See Cards section for details on the created cards.
Rememberance 5 When the sigil bearer is played, it's owner may search their graveyard for a card. This sigil is replaced by that cards sigils.

Latch Sigils

Icon Sigil Name Power Level Description Notes
Sprinter Latch 0 When the sigil bearer dies, it's owner chooses a card to gain the Sprinter sigil.
Airborne Latch 0 When the sigil bearer dies, it's owner chooses a card to gain the Airborne sigil.
Waterborne Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Waterborne sigil.
Burning Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Burning sigil.
Burrower Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Burrower sigil.
Weird Latch 1 When the sigil bearer is drawn, this sigil is replaced by a random latch sigil.
Null Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Null Conduit sigil.
Annoying Latch 1 When the sigil bearer dies, it's owner chooses a card to gain the Annoying sigil.
Frail Latch 2 When the sigil bearer dies, it's owner chooses a card to gain the Frail sigil.
Overclocked Latch 3 When the sigil bearer dies, it's owner chooses a card to gain +1 Power and the Overclocked sigil.
Gem Latch 3 When the sigil bearer dies, it's owner chooses a card to become gemified until the end of battle.
Sniper Latch 3 When the sigil bearer dies, it's owner chooses a card to gain the Sniper sigil.
Totem Latch 3 When the sigil bearer dies, it's owner chooses a creature to gain the sigil on their current totem.
Haunter Latch 4 When the sigil bearer dies, it's owner chooses a card to gain the Haunter sigil.

Conduit Sigils

Icon Sigil Name Power Level Description Notes
Emerald Conduit 1 If the sigil bearer is part of a completed circuit, its owner gains a green gem.
Ruby Conduit 1 If the sigil bearer is part of a completed circuit, its owner gains an orange gem.
Sapphire Conduit 1 If the sigil bearer is part of a completed circuit, its owner gains a blue gem.
Grave Conduit 2 At the end of the owner's turn, the sigil bearer will generate one bone for each creature contained within the circuit it completes.
Hot Conduit 2 When a creature within a circuit completed by the sigil bearer is struck, the striker gains the Burning sigil. Also, creatures within this card's circuit do not take damage from the Burning sigil.
Malfunctioning Conduit 2 At the end of its owner's turn, random cards from its owners hand will be played in random spaces inside of the circuit completed by the sigil bearer. Those cards gain the Burning Sigil.
Stim Conduit 2 At the end of its owner's turn, creatures within a circuit completed by the sigil bearer gain 1 Health.
Thorny Conduit 2 When a creature within a circuit completed by the sigil bearer is struck, the striker is then dealt a single damage point.
Elder Conduit 3 When a creature within a circuit completed by the sigil bearer perishes, a random Gem Skeleton will be created in it's place.
Gun Conduit 4 When a creature moves into the slot opposing a card in a circuit completed by the sigil bearer, that creature is dealt 1 damage.
Loot Conduit 4 At the start of the owner's turn, the sigil bearer will draw 1 card to the owner's hand for every empty space in the circuit it completes.
Nano Conduit 4 At the end of its owner's turn, creatures within a circuit completed by the sigil bearer gain the Armored sigil.

Nevernamed's Cell Sigils

Icon Sigil Name Power Level Description Notes
Gift When Powered 1 While the sigil bearer is within a conduit when it perishes, a random card is created in your hand. A recreation of the vanilla sigil that works in Act 1 and 2.
Morsel When Powered 1 When the sigil bearer is sacrificed while within a conduit, ⁣it adds its stat values to the card it was sacrificed for.
Powered Quills 1 When the sigil bearer is struck while inside a conduit, the striker is dealt 2 damage.
Print When Powered 1 While the sigil bearer is within a conduit, a gem will be created in its owners hand at the start of their turn.
Splash Damage When Powered 2 While the sigil bearer is within a conduit when it strikes a slot, creatures to the left and right of the struck slot will be dealt 1 damage.
Double Strike When Powered 3 While the sigil bearer is within a conduit, it will strike the opposing space an additional time when it attacks.
Repulsive When Powered 4 While the sigil bearer is within a conduit, if another creature would strike the sigil bearer, it does not.
Omnipotent When Powered 4 While the sigil bearer is within a conduit, it will strike every opposing space containing a card when it attacks. The sigil bearer will strike directly if no creatures oppose it, or if it is not in a conduit.

Nevernamed's Activated Sigils

Icon Sigil Name Power Level Cost Description Notes
Remove 0 Free When activated, the sigil bearer will die.
Flip 0 Free When activated, the sigil bearer has a 50/50 chance to either gain +1 Power and Health, or die.
Deadbeat 1 Free When activated, the owner may pick another creature on their side of the board, and kill it.
Trained Flier 1 Free When activated, the sigil bearer will gain flight until next upkeep. If the sigil bearer already had flight, it will lose flight until next upkeep.
Trained Swimmer 1 Free When activated, the sigil bearer will gain the effect of the Waterborne sigil until next upkeep.
Punching Bag 1 Free When activated, the owner may choose any card on the board. That card will then attack the sigil bearer for 1 damage. The sigil bearer will heal for 1 Health afterwards. Can be activated only once per turn.
Spellsword 4 Free When activated, all gems on the owner's side gain 2 Power, then attack and immediately perish afterwards.
Eternal Gallop 5 Free When activated, the sigil bearer will move in the direction the sigil is pointing.
Fetch 1 1 When activated, the sigil bearer will move in the direction the sigil is pointing.
Bonefed 2 2 When activated, the sigil bearer is healed for 3 Health. Cannot overheal.
Bone Strike 4 2 When activated, the sigil bearer will strike the creature opposing it for 1 damage.
Dredge 4 4 When activated, the player may search their deck for any card and add it to their hand.
Bloodbait 1 1 When activated, the sigil bearer will return to the owner's hand.
Gorge 1 1 When activated, if the sigil bearer has less than 10 Health, it gains 3 Health.
Exalted Rune 1 1 When activated, a random Mox Pillar is created in the owner's hand.
Picky Eater 3 1 When activated, the owner gains bones equal to Health of the sacrificed creature.
Broodfest 5 1 When activated, a copy of the sigil bearer is created in the owner's hand. Can be activated only once per turn.
Carnivore 2 2 When activated, the sigil bearer gains 3 Power.
Escape 2 When activated, the bearer is returned the owner's hand.
Sharpen 2 1 When activated, the sigil bearer gains 1 Power.
Causality 2 1 When activated, picks one of the following effects to trigger: Nothing, Deal 1 damage directly to the opponent, Increase the Power of one of your cards by 1, or increase the Health of one of your cards by 1.
Fair Trade 4 1 Pelt When activated, the owner may choose a card on the opponent's side of the board and add it to their hand.
Upgrade Subroutine 3 Complex When the sigil bearer kills another creature, this sigil gains a point. When activated, the sigil bearer's owner is presented with a choice of three sigils with which to permanently upgrade the sigil bearer, spending some points. The more points accumulated before activation, the higher quality the presented options can be.

Power Variables

Icon Name Description Notes
Ant Plus Two Value represented is equal to the number of Ants on the same side of the board, plus two.
Health Damage Value represented is equal to the bearer's current Health.
Blood And Bone Value represented is equal to the opposing card's blood cost plus half the opposing card's bone cost.
Director Of The Board Value represented is equal to the number of cards on the board, including opponent cards.
Damage Dice Value represented starts at 3, and at the beginning of all subsequent turns will change to a random number between 1 and 6.
Birds of a Feather Value represented is equal to the number of Avian tribe creatures on the board, including Opponent creatures.
Pack Hunter Value represented is equal to the number of Canine tribe creatures on the board, including Opponent creatures.
Herding Beast Value represented is equal to the number of Hooved tribe creatures on the board, including Opponent creatures.
World Wide Web Value represented is equal to the number of Arachnid tribe creatures on the board, including Opponent creatures.
Crab Dance Value represented is equal to the number of Crustacean tribe creatures on the board, including Opponent creatures.
One Half Squirrels Value represented is equal to half the number of Squirrels remaining in the player's side deck.
Sin Eater Value represented is equal to the number of sigils which were present on the cards sacrificed to play the bearer.
Ambitious Value represented is equal to the highest damage number present on the board. Recalculates at the start of each turn.
Strength In Numbers Value represented is equal to the number of creatures with the Strength in Numbers ability on the board, including opponent creatures.
Pack Power Value represented is equal to the number of items the player holds.
Pack Power Plus Value represented is equal to twice the number of items the player holds.
Half Charged Value represented is equal to half the player's Energy, rounded up.
Fabled Value represented is equal to twice the number of rare cards on the board.
Drawn Out Value represented is equal to the number of cards you have drawn each turn while it's bearer is on the board. Resets at the start of each turn.
Fire Power Value represented is equal to the number of creatures on the board with the Burning sigil.
Follow the Leader Value represented is equal to the attack Power of the first card in your hand.
Lithophile Value represented is equal to the number of terrain cards on the board.
Magicke Power Value represented is equal to the number of sigils this card has removed with the Bleach sigil or Artistic License sigil.
Starved Value represented is equal to seven minus the number of cards left in your deck.

Nevernamed's Health Variables

Icon Name Description Notes
Boned Value represented is equal to the number of bones the player had when the card was played. Does not fluctuate with future bone changes.
Trinket Vitality Value represented is equal to twice the number of items the player holds.
Greenhorn Value represented is equal to twice the number of green gems that were on the board when the bearer was played.
Hand On Heart Value represented is equal to the number of cards in your hand. If you have no cards in your hand, a creature with this stat will perish.

Nevernameds Special Abilities

Special powers which behave like sigils, but do not appear on the card and are not transferrable.

Name Description Notes
InherentFecundity When the bearer is played, an exact copy of the bearer will be created in the player's hand. Does not decay like standard Kaycees Mod Fecundity.
InherentUndying When the bearer perishes, an exact copy of the bearer will be created in the player's hand.
InherentCardOnHit When the bearer is struck, a set creature is created in the player's hand.
InherentCardShedder After attacking, the bearer will strafe and a set creature will be created in the bearer's old space.
InherentGooey When the bearer is struck, the attacking creature will lose 1 Power.
InherentGraveyardShift When the bearer perishes, a set creature is created in its space.
ContinualEvolution At the beginning of each turn, the bearer will gain +1 Power and Health.
AbsorbOtherCards While the bearer is on the board, any non-side-deck cards played on the same side of the board will be 'absorbed' into the bearer.The bearer will add the stats and sigils of any absorbed cards onto it's own.
SigilShedder When the bearer is played, any sigils the bearer has will be removed, and the player will gain a set creature in their hand for each sigil lost.These creatures will have one added sigil each, corresponding to the lost sigil.If the bearer had no sigils to lose, it will create a single, blank creature in the player's hand.
BetterRandomCard When drawn, the bearer will transform itself into a random card.
Act2Shapeshifter During the battle, the bearer will disguise itself as a random card from the player's deck. It will reveal its true form once played.
Act2SpawnLice When the bearer is played, any cards in the owner's hand or deck, that have the Lice trait, are played on the nearest empty space on the owner's side of the board for free.

Nevernameds Tribes

Special traits that determine the card interacting with specific totems or other effects.

Icon Name General concept
Arachnid Spiders, Scorpions, Ticks, and many other eight-legged arthropods fall into the category of Arachnids.
Crustaceans Crabs, lobsters, isopods, even barnacles! At the end of the day, we all return to crab.
Rodent Mice, rats, beavers, and even squirrels. All of these peculiar little mammals fall under the order of Rodentia.

Nevernameds Extended Properties

A list of properties which modders using this sigil pack may apply to their cards to grant them various special properties.

Name Effect
CustomDamDefinition If set to a valid card ID, will override the definition of the Dams the card will spawn with the Dam Bearer sigil.
CustomFactoryConduitDefinition If set to a valid card ID, will override the definition of the L33pbots the card will spawn with the Factory Conduit sigil.
CustomRabbitHoleDefinition If set to a valid card ID, will override the definition of the Rabbits the card will spawn with the Rabbit Hole sigil.
CustomAntSpawnerDefinition If set to a valid card ID, will override the definition of the Ant the card will spawn with the Ant Spawner sigil.
CustomSquirrelShedderDefinition If set to a valid card ID, will override the definition of the Squirrels the card will spawn with the Squirrel Shedder sigil.
CustomSkeletonCrewDefinition If set to a valid card ID, will override the definition of the Skeletons the card will spawn with the Skeleton Crew sigil.
CustomBeesWithinDefinition If set to a valid card ID, will override the definition of the Bees the card will spawn with the Bees Within sigil.
CustomBellDefinition If set to a valid card ID, will override the definition of the Chimes the card will spawn with the Bellist sigil.
GutSpewerGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Gut Spewer sigil.
ExplodingCorpseGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Exploding Corpse sigil.
OrganThiefGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Organ Thief sigil.
DisembowelGutOverride If set to a valid card ID, will override the definition of the Guts the card will spawn with the Disembowel sigil.
ClawedLeftClawOverride If set to a valid card ID, will override the definition of the left claw the card will spawn with the Clawed sigil.
ClawedRightClawOverride If set to a valid card ID, will override the definition of the right claw the card will spawn with the Clawed sigil.
ParthenogenesisOverride If set to a valid card ID, will override the definition of the Clone Grub the card will spawn with the Parthenogenesis sigil.
FatalFlankOverride If set to a valid card ID, will override the definition of the creatures the card will spawn with the Fatal Flank sigil.
LegionOverride If set to a valid card ID, will override the definition of the creatures the card will spawn with the Legion sigil.
PropagationOverride If set to a valid card ID, will override the definition of the creatures the card will spawn with the Propagation sigil.
ExpulsionOverride If set to a valid card ID, will override the definition of the creatures the card will spawn with the Expulsion sigil.
TransmogrificationOverride If set to a valid card ID, will override the definition of the creature the card will turn attacked cards into with the Transmogrification sigil.
PutSentryHereOverride If set to a valid card ID, will override the definition of the Sentry cards the card will spawn with the Pu Sentry Here sigil.
CircuitMakerOverride If set to a valid card ID, will override the definition of the conduit cards the card will spawn with the Circuit Maker sigil.
Act2ShapeshifterOverride If set to a valid card ID, will override the definition of the creature the card is disguised as via the Act2Shapeshifter special ability.
InherentCardOnHitDef If set to a valid card ID, will override the definition of the creatures created via the InherentCardOnHit special ability.
OverrideSigilShedderDefinition If set to a valid card ID, will override the definition of the creatures created via the SigilShedder special ability.
FlightyLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Flighty sigil.
HarbingerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Harbinger sigil.
TramplerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Trampler sigil.
ErraticLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Erratic sigil.
PhantasmicLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Phantasmic sigil.
BloodrunnerLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Bloodrunner sigil.
CardShedderLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Card Shedder sigil.
GlobetrotterLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Globetrotter sigil.
DrippingLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the Dripping sigil.
InherentCardShedderLeaveBehind If set to a valid card ID, the bearer will leave that card behind in it's old space when it moves via the InherentCardShedder special ability.
CustomTransformerTransformation If set to a valid card ID, will determine what the card transforms into with the Transformer sigil.
TwisterTransformation If set to a valid card ID, will determine what the card transforms into with the Twister sigil.
VenatorTransformation If set to a valid card ID, will determine what the card transforms into with the Venator sigil.
BloodBornTransformation If set to a valid card ID, will determine what the card transforms into with the Bloodborn sigil.
WildShapeFormBlue If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having a blue gem on the board.
WildShapeFormGreen If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having a green gem on the board.
WildShapeFormOrange If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having an orange gem on the board.
WildShapeFormBlueGreen If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having both blue and green gems on the board.
WildShapeFormGreenOrange If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having both green and orange gems on the board.
WildShapeFormOrangeBlue If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having both orange and blue gems on the board.
WildShapeFormAllGems If set to a valid card ID, will determine what the card transforms into with the Wild Shape sigil, while having all three gems on the board.
CustomDoomedDuration If set to a number, will determine the amount of turns the card will wait before perishing via the Doomed sigil.
CustomSoakCounter If set to a number, will determine the amount of hits the card can take before triggering the Soak sigil.
CustomDocileCounter If set to a number, will determine the amount of turns the card will have to wait before it can attack, if it has the Docile sigil.
CustomSpurredBuff If set to a number, will determine the amount of Power the card will gain via the Spurred sigil.
CustomDistractionMax If set to a number, will determine the amount of times the card can trigger the Distraction sigil before removing it.
CustomExpulsionMax If set to a number, will determine the amount of times the card can trigger the Expulsion sigil before removing it.
CustomValuablePayoutAmount If set to a number, will determine the amount of currency the card will grant via the Valuable sigil.
CustomThiefPayoutAmount If set to a number, will determine the amount of currency the card will grant via the Thief sigil.
DrawSigilNumberToDraw If set to a number, will determine the amount of cards the card will draw via the Draw sigil.
WaitsForOneTurnOnCustomTransform If set to any value, will cause the card to wait one full turn before transforming via the Transformer sigil. This is especially useful for when the card is created mid-combat as normally it would immediately transform right after being created.
Act2TrinketBearerItemCard If set to any value, it will add this card to the pool of cards that are given by the Act 2 version of the Trinket Bearer sigil.
GiftBearerCustomPoolIdentifier If set to a string, it will determine the name for the pool of cards the card will be able to give via the Gift Bearer sigil. To add cards to this pool, you then need to put that string as its own extended property in the code of the chosen cards with anything for the value.
CustomGiftBearerSpawnsRare If set to any value, it will cause the card to give a random rare card via the Gift Bearer sigil, instead of giving a common card.
SummonerGivesRareCards If set to any value, it will cause the card to provide a choice between rare cards instead of common cards via the Summoner sigil.
SummonerAdoptsMods If set to any value, it will cause the card to grant its modifiers to the cards given via the Summoner sigil.
NumberOfSummonerOptions If set to any number, it will determine the amount of choices presented via the Summoner sigil.
NumberOfSummonerAddedSigils If set to any number, it will determine the amount of additional random sigils given to the choices presented via the Summoner sigil.
InherentRepulsive If set to any value, it will give the card an innate effect of the Repulsive sigil.
PreventBones If set to any value, it will prevent the card from generating any bones by any means whatsoever.
PreventPlay If set to any value, the card will be unable to be played during combat.
DoubleAllStrikes If set to any value, it will cause the card to double all of its attacks.
BannedFromCampfire If set to any value, the card will not appear as an option to be buffed at campfires.
BannedFromCampfireDamage If set to any value, the card will not appear as an option to be buffed specifically at attack Power campfires.
BannedFromCampfireHealth If set to any value, the card will not appear as an option to be buffed specifically at Health campfires.
BannedSigilTransferVictim If set to any value, the card will not appear as an option to be sacrificed at the Sacrifice Stones.
BannedSigilTransferTarget If set to any value, the card will not appear as an option to be given sigils at the Sacrifice Stones.
BannedFromBoneLord If set to any value, the card will not appear as an option to be sacrificed at the Bone Lord Node.

Nevernamed's Card Backgrounds

Name Appearance Notes
GreyCardBackground
GrueBackground
RareTerrainBackground
TechPaperCardBackground
InstantEffectBackground Will take a different appearance depending if the card is a common or a rare.
CabinFinaleOpponentCardBackground
PixelDeathcardBackground Act 2
PixelRareBackground Act 2
PixelGoldBackground Act 2. Will take a different appearance depending if the card is a common or a rare.
PixelGoobertBackground Act 2
PixelPikeMageBackground Act 2
PixelLonelyWizBackground Act 2
PixelAnglerBackground Act 2
PixelCharredBackground Act 2

Nevernamed's Decals

Name Appearance Notes
PixelBloodDecal Act 2
PixelGooDecal Act 2
PixelSmokeDecal Act 2
PixelChaosCardDecal Act 2
PixelDogBiteDecal Act 2
PixelSnowflakeDecal Act 2
PixelShipDecal Act 2
PixelWaterDamageDecal Act 2
PixelBoneHeader Act 2
PixelScrappyHeader Act 2
PixelTechHeader Act 2
PixelSparkleHeader Act 2

Nevernamed's Extras

Name Appearance Notes
HiddenStats Prevents stats from rendering.

Max Mod


Max Mod

GUID NAME DESCRIPTION
creator.max Gain Five Batteries When a card bearing this sigil is played, the owner gains five Max Energy.
creator.max Gain Four Batteries When a card bearing this sigil is played, the owner gains four Max Energy.
creator.max Gain One Battery When a card bearing this sigil is played, the owner gains one Max Energy.
creator.max Gain Six Batteries When a card bearing this sigil is played, the owner gains six Max Energy.
creator.max Gain Three Batteries When a card bearing this sigil is played, the owner gains three Max Energy.
creator.max Gain Two Batteries When a card bearing this sigil is played, the owner gains two Max Energy.
creator.max Lose Five Batteries When a card bearing this sigil is played, the owner loses five Max Energy.
creator.max Lose Four Batteries When a card bearing this sigil is played, the owner loses four Max Energy.
creator.max Lose One Battery When a card bearing this sigil is played, the owner loses one Max Energy.
creator.max Lose Six Batteries When a card bearing this sigil is played, the owner loses six Max Energy.
creator.max Lose Three Batteries When a card bearing this sigil is played, the owner loses three Max Energy.
creator.max Lose Two Batteries When a card bearing this sigil is played, the owner loses two Max Energy.

Too Many Sigils


Too Many Sigils Sigils

GUID NAME DESCRIPTION
GUID Name Description
:-: :- :-
creator.TooManySigils Bastion When this card is damaged, It takes half the Damage it would normally.
creator.TooManySigils Covalesce If a card bearing this sigil is alive during your endstep, This card gains 1 health.
creator.TooManySigils Dead Pack When a card bearing this sigil perishes, it provides 1 Item to its owner.
creator.TooManySigils Gain Five Batteries When a card bearing this sigil is played, the owner gains five Max Energy.
creator.TooManySigils Gain Four Batteries When a card bearing this sigil is played, the owner gains four Max Energy.
creator.TooManySigils Gain One Battery When a card bearing this sigil is played, the owner gains one Max Energy.
creator.TooManySigils Gain Six Batteries When a card bearing this sigil is played, the owner gains six Max Energy.
creator.TooManySigils Gain Three Batteries When a card bearing this sigil is played, the owner gains three Max Energy.
creator.TooManySigils Gain Two Batteries When a card bearing this sigil is played, the owner gains two Max Energy.
creator.TooManySigils Heart Locked When a card bearing this sigil is damaged, It only takes 1 Damage.
creator.TooManySigils Host When a card bearing this sigil is damaged, a card is added to your hand.
creator.TooManySigils Launcher If a card bearing this sigil is on the field during your endstep, a card is launched to one of your empty spaces.
creator.TooManySigils Lose Five Batteries When a card bearing this sigil is played, the owner loses five Max Energy.
creator.TooManySigils Lose Four Batteries When a card bearing this sigil is played, the owner loses four Max Energy.
creator.TooManySigils Lose One Battery When a card bearing this sigil is played, the owner loses one Max Energy.
creator.TooManySigils Lose Six Batteries When a card bearing this sigil is played, the owner loses six Max Energy.
creator.TooManySigils Lose Three Batteries When a card bearing this sigil is played, the owner loses three Max Energy.
creator.TooManySigils Lose Two Batteries When a card bearing this sigil is played, the owner loses two Max Energy.
creator.TooManySigils Rotting If a card bearing this sigil is alive during your endstep, this card loses 1 power and 1 health.
creator.TooManySigils Spawner If a card bearing this sigil is on field during your endstep, this card moves in the direction inscribed in the sigil, and a card is played in its previous space.
creator.TooManySigils Thick Shell When a card bearing this sigil is damaged, It takes 1 less Damage.

Too Many Sigils Stats

GUID Name Description
creator.TooManySigils Ants Minus This cards power is equal to the amount of Ant's on field, minus this one.

Custom Currency


Custom Currency Costs

NAME INFO EXTENSION PROPERTY
SKULLS You start a run with Skulls equal to your challenge points. You can't get them back, so spend them wisely. "SkullsCost": "2"
BELLS You gain a Bell every time you pass your turn. "BellsCost": "4"
OLD_BITS You get 1 OLD_BITS every time you visit the Woodcarver or the Bone Lord. OLD_BITS aren't reset after a battle. "OldBitsCost": "1"
MANA Works like Mana from Magic: the Gathering. You get mana from activating the Tap For Mana sigils. Mana is reset when you pass your turn. "ManaCost": "1ub"
GENERIC MOX Like Mox, except that any color pays for it. "GenericMoxCost": "true"

Note that Skulls, Bells, and OLD_BITS each support a cost of up to 13, and Mana supports a cost of up to 3 total.


Custom Currency Sigils

GUID NAME INFO
tvflabs.inscryption.CustomCurrency Tap For White Mana Activate: If this card does not have the Tapped sigil, you gain 1 white mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Blue Mana Activate: If this card does not have the Tapped sigil, you gain 1 blue mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Black Mana Activate: If this card does not have the Tapped sigil, you gain 1 black mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Green Mana Activate: If this card does not have the Tapped sigil, you gain 1 green mana and this card gains the Tapped sigil.
tvflabs.inscryption.CustomCurrency Tap For Red Mana Activate: If this card does not have the Tapped sigil, you gain 1 red mana and this card gains the Tapped sigil.

Star Craft Core


Star Craft Sigils

Name Description
Abduct Whenever a card bearing this sigil is played, you may move any enemy creature to the nearest empty space.
Armored All attacks this creature receives are reduced by 1 damage.
Assimilate When a card bearing this Sigil kills another card it, the killer will Evolve.
Blink At the end of your turn, a card bearing this sigil can move to a targeted empty slot.
Blood Bank Whenever a card bearing this sigil is sacrificed to summon another card, the cost is reduced from this creature’s current health.
Detector As long as a card bearing this sigil is on the board, all Waterborne creatures are revealed and can be attacked as normal.
Explode When a card bearing this sigil attacks, the damage is also applied to the creatures adjacent to the target. This creature then perishes.
Fish Hook Whenever a card bearing this sigil is played, you may hook an opposing creature to your side of the board, if there is room.
Healing At the start of your turn the card bearing this sigil will heal adjacent cards by one health.
Mend When a card bearing this sigil is played, a targeted card can restore 1 health.
Mineral Mining When a card being this sigil is attacked, the attacker generates 1 bone.
Regenerate At the start of your turn, a creature bearing this sigil will heal one health.
Ricochet When a card bearing this sigil deals damage to a creature, it will also deal 1 flying damage.
Splash Damage Whenever a card bearing this sigil attacks, the damage will also apply to the creatures adjacent to the target.
Stimpack Activate this sigil to deal 1 damage to the card but gain 2 damage for a single turn
Swarm When an card adjacent to a card bearing this sigil attacks another card and survives, this card will also attack the same card.
Trinket Within When a card bearing this sigil perishes, a random item is given to you.

Star Craft Core Regions

Name Tier Main Tribes Opponents Encounters
Auir 0 Bird ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur BirdFlock,CoyotePack,WolfPack,PronghornJuggernaut,DireWolfJuggernaut,Protoss Dark Templar,Protoss Zealot Rush
Char 1 Insect ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur Skinks,AntSwarm,Submerge,Bees,Reptiles,AntsAndTurtles,Zerg Air,Drone Rush,Swarm Host snipe,Ultralisk Rush,Zergling Swarm
MarSara 2 Canine ProspectorBoss,AnglerBoss,TrapperTraderBoss,Abathur Skinks,AntSwarm,Submerge,Bees,Reptiles,AntsAndTurtles,Terran Air,Terran Marine Drop,Terran Mech,Terran Reaper Rush,Terran Widow Mines

Sigil A Day Julienperge


Sigils

GUID NAME DESCRIPTION
julianperge.inscryption.sigiladay Excavator When played, remove all Terrain cards on your side of the field. For each card removed, place a Squirrel in your hand.
julianperge.inscryption.sigiladay Nest When [creature] is struck, you may select a card from a specific draw pile.
julianperge.inscryption.sigiladay Split When [creature] is played, create a copy an open space on your side of the field.
julianperge.inscryption.sigiladay Flight Of The Valkyrie When [creature] is played, fill all open slots on your side of the field with 1/1 Norse Warriors.
julianperge.inscryption.sigiladay Miasma When [creature] dies, spawn a Greater Smoke in its place.
julianperge.inscryption.sigiladay Prospect When [creature] damages another creature, that creature turns into a Golden Nugget. Gain 1 gold tooth upon destroying a Golden Nugget.
julianperge.inscryption.sigiladay Golden Nugget When [creature] dies, gain 1 gold tooth.
julianperge.inscryption.sigiladay Belligerent When [creature] dies, create a copy of itself with a cumulative -1 to Power and Health. Has no effect on cards with 1 Health.
julianperge.inscryption.sigiladay Evolve Randomly A card bearing this sigil will grow into a random form after 1 turn on the board.
julianperge.inscryption.sigiladay Hermit Similar to Submerge ability, but instead can only be played on Terrain/Pelt cards and hides under them.

Notes: In path_to_your_bepinex_install\BepInEx\config, there will be a file called julianperge.inscryption.sigiladay.cfg. If you don't see this, run the game for the first time and it should create the default .cfg file.

If no list is provided, a card at pure random is chosen.

Please see this example .cfg file for setting up random evolutions.

In path_to_your_bepinex_install\BepInEx\config, there will be a file called julianperge.inscryption.sigiladay.cfg. If you don't see this, run the game for the first time and it should create the default .cfg file.

Please see this example .cfg file for setting up the cards to tutor for.


Bitty's Reigions


Bitty's Sigils

Name Description
Inflamed When A card bearing this sigil is struck, discard the oldest card in your hand.
Bellows When A card bearing this sigil is struck, draw 1 card from your side deck with Fleeting.
Hand Limit At the end of each turn A card bearing this sigil is in your hand or on the board, discard your oldest card until you have 4 or less cards in your hand.
Discard Shield When A card bearing this sigil is played, all cards in your hand have Fleeting removed from them. When a card is drawn, Fleeting is removed from it.
Blazing Deck At the start of the owner's turn, A card bearing this sigil will draw 1 card from your deck with Fleeting.
Anthill When a card is discarded while A card bearing this sigil is on the board, create a Fire Ant in your hand.
Egg Sacks When A card bearing this sigil perishes by battle, Spiderlings are created on the owner's empty spaces.
Many Legs When A card bearing this sigil is struck, a Leg is created in its place and a card bearing this sigil moves to the right.
Scuttler At the start of battle, A card bearing this sigil will move in the direction inscribed in the sigil.
Dark Growth When A card bearing this sigil perishes, adjacent and opposing cards gain 1 power and lose 1 health.
Doom Clock At the end of each turn A card bearing this sigil counts down. If this sigil reaches 0, you lose.
Create Terrain When A card bearing this sigil is played, a random terrain is created on the opposing space.
Muscle Milk A card bearing this sigil may be played on other cards. When A card bearing this sigil is played on another card, it gains 1 power and loses 1 health.
Summoning When A card bearing this sigil is played, a random card of the same cost tier is summoned to the right.

Bitty's Special Abilities / Stats

GUID Name Description
Insect Swarm The value represented with this sigil will be equal to the number of insects that the owner has on their side of the table.

Bitty's Card Appearences

Name Description
MagmaAppearance Gives cards an orange, burnt look. Also makes the emission glow in a gradient between orange and yellow.
MagmaGlowAppearance Gives cards the emission glow of MagmaAppearance without the burnt card background. Used for terrain cards and such.

Bitty's Reigions

Name Tier Main Tribes Encounters
Magma_bitty 2 Reptile Reptiles, Skinks, bit_TurtleRockJuggernaut, bit_FireSalmonRun, bit_DragonNest

Bitty's Extended Property's

Region Number Extended Property Example Card Appearance Example
Magma 1 .SetExtendedProperty("bitty_region", 1) .AddAppearances(MagmaAppearance)

Notes: You can add your own region specific cards by adding the extended property "bitty_region" and setting it to the corresponding number. If you want it to look like the other region cards then you can also add the apperance.


Shatteredscryption


Shatteredscryption Sigils

Name Description
Bonesplosion A card bearing this sigil will explode on death, dealing 1 Damage to all adjacent Cards.
Caustic Any attack A card bearing this sigil performs will apply a Damage over time effect to the Card hit.
Chain Pull A card bearing this sigil will pull the closest oppenent Card in front of itself and cripple that card upon attacking.
Crippled A card bearing this sigil will only attack every second turn after it is played. If buffed, it will not skip turns, but is significantly weaker on the turn it would normally skip.
Damage over time A card bearing this sigil will take 1 Damage per turn until A card bearing this sigil perishes.
Evasion A card bearing this sigil will only take Damage 25 percent of the time.
Exhaust Activate:Pay 3 Energy for A card bearing this sigil to attack a card of your choosing, this only works if this Card is unopposed.
Fly Swarm Upon being attacked, A card bearing this sigil will create a Fly Swarm on an open adjacent Slot.
Goo-ey A card bearing this sigil will only ever take 1 Damage.
Necromancers Bond A card bearing this sigil will die if there is no Necromancer on the Board.
Necromancers Touch A card bearing this sigil will upon being played summon 1 ShackleBones in your Hand.
Shockwave Every other turn while on the Board, A card bearing this sigil will cause a Shockwave, dealing 1 Damage to the opposing Card and any Cards adjacent to it.
Spectral Touch A card bearing this sigil will summon a Wraith in your Hand every second turn when it is on the Board.
Thief A card bearing this sigil will steal a Sigil from the opposing Card when attacking and run away after.
Trap Setter A card bearing this sigil will place 2 Poison Dart Traps on either side of itself upon being placed, it will also give you 1 Shocker or Smoke Bomb every turn, alternating.
Vampiric Strike A card bearing this sigil will gain 1 Health after dealing damage to any other Card.
Vicious Thief A card bearing this sigil will steal a Sigil from the opposing Card when attacking and Cripple that Card

Gareths Mod


Gareths Mod Sigils

Name Effect
Essence Steal When a creature bearing this sigil kills another, it transforms into an exact copy of it.
Tasty When a card bearing this sigil dies, a random creature shows up to devour it.
Allies When a creature bearing this sigil dies, one of its old allies will temporarily join your hand to avenge it
Standoffish So long as a creature bearing this sigil is opposed by another, it gains 2 attack.
Shove When a creature bearing this sigil is played, it will move up to the space opposing it. Creatures that are in the way will be pushed in the same direction. Can't push things that are too heavy (like the Pack Mule and the Moon)
Hungry When a creature bearing this sigil is played choose another friendly creature to eat. The eaten creature will have its health and power added to the creature bearing this sigil.
Flighty After a creature bearing this sigil attacks the user chooses a space. The creature will move to that space.

PVZ Mod


PVZ Cost's

| NAME | INFO | EXTENSTION PROPERTY | | Sun | You start each battle with 3 sun, Gain 1 sun per round, Sun producing cards can, as implied by the name, produce more sun with their sigils. | "SunCost": "1" |


PVZ Sigils

GUID NAME EFFECT
zepht.insxryption.ZephtPvZ Spudow When a card bearing this sigil gets defeated, it deals 3 damage to the opposing card.
zepht.insxryption.ZephtPvZ Sweet At the end of the owner's turn, any card bearing this sigil will explode and deal 3 damage to the cards in the 3 enemy slots around it, then deal 1 damage to the cards in your adjacent slots.
zepht.insxryption.ZephtPvZ Spicy At the end of the owner's turn, any card bearing this sigil will explode and deal 4 damage to not only the opposing card but also to the card on the opposing backline.
zepht.insxryption.ZephtPvZ DoomBringer At the end of the owner's turn, any card bearing this sigil will explode and deal 4 damage to all of the opponent's cards, along with 1 damage to all of the owners cards, and then leave a crater where it stood.
zepht.insxryption.ZephtPvZ Scaredy A card bearing this sigils loses 1 attack but gains 1 health when against an opposing card whose attack is greater than 0.
zepht.insxryption.ZephtPvZ Pierce After attacking, a card bearing this sigil will also attack the card in the opposing queue, if there is one. It also bypasses the armored sigil.
zepht.insxryption.ZephtPvZ SporeSpreader If a card bearing this sigil defeats another card, a copy of itself will be returned to your hand.
zepht.insxryption.ZephtPvZ SunMaker 1 At the end of the owner's turn, a card bearing this sigil will produce 1 sun.
zepht.insxryption.ZephtPvZ SunMaker 2 At the end of the owner's turn, a card bearing this sigil will produce 2 sun.
zepht.insxryption.ZephtPvZ SunMaker 3 At the end of the owner's turn, a card bearing this sigil will produce 3 sun.
zepht.insxryption.ZephtPvZ SunKill When a card bearing this sigil defeats another card, the other card will drop 3 sun.
zepht.insxryption.ZephtPvZ AddStats When a card bearing this sigil is played, its health, attack and other sigils will be added to every other card on your side of the board. Then this card will die.
zepht.insxryption.ZephtPvZ Armor Breaker When a card bearing this sigil is played, it removes all defense sigils from all of the opposing cards.
zepht.insxryption.ZephtPvZ Hardheaded When a card bearing this sigil is attacked, the damage taken will be reduced by 2. Then this sigil will be removed.
zepht.insxryption.ZephtPvZ Zombie Caller When a card bearing this sigil is played, A zombie gets played on each empty adjacent space. A zombie is defined as: 1 Power 2 Health.

PVZ Tribes

GUID NAME
zepht.insxryption.ZephtPvZ PlantSun
zepht.insxryption.ZephtPvZ PlantAttack
zepht.insxryption.ZephtPvZ PlantDefend
zepht.insxryption.ZephtPvZ PlantSupport
zepht.insxryption.ZephtPvZ PlantBomb

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