Inscryption

Inscryption

34 ratings
Deck size in Kaycee's Mod
By voodoo-cowboy
Discussion of events in Kaycee's Mod, and how they can increase/decrease your deck size
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Introduction
In the later maps of Kaycee's Mod, the biggest killer is deck size. With all challenges enabled, you'll encounter combinations which can wipe you in a single turn, like Wolves with Double Strike or Bifurcation totems. And it only takes a few superfluous cards to give you an unplayable starting hand.

Unfortunately, there's very little that you can do to mitigate this. So you really need to prioritise the few things you can control about deck size.

Maps are generated in a way such that you have a choice of paths, but all paths will add/subtract the same number of cards. However, this balancing doesn't account for some events being failable. Some events can be failed to great success, some other events have alternative behaviours to ensure you accidentally get screwed over.
Backpack
PASS
0 cards
FAIL
+1 card

Your choice of items. Under normal circumstances, Backpacks will not award a card.

However, Backpacks will give a Pack Rat if have a full set of items. This is usually avoidable though — try to look ahead in maps before starting battles to see if you'll need to burn an item.
Bone Altar
ALWAYS
−1 card

Bone Altars consume a card, and then you'll get an extra bone at the start of each map (or 4 if you sacrificed a Black Goat). Not much to say here. There's no trick to these.
Cards
ALWAYS
+1 card

You draw a card, from a) three random cards, b) your choice of cost, c) your choice of tribe. Unfortunately these are generated in parallel with each other on maps, so you can't avoid taking a card.
Campfire
PASS
0 cards
FAIL
−1 card

Campfires allow you to increase the power or health of your cards. You can gamble to get twice the increase.

However, when you gamble you will sometimes lose the card. For this reason, it's worth considering not murdering the Campers with Ring Worm/Touch of Death in the first map. Risk-free double power increases are extremely enticing but, in my experience, you rarely need more than 6 power on any card, and only on a few cards.

Unfortunately, while there is a mechanism to ensure success at campfires, there is no mechanism to ensure failure. You might be able to shed your excess cards, or you might accidentally give them huge power/health. When picking cards to feed to the campers, consider what your options are if the card survives.
Deck Trial
PASS
+1 cards
FAIL
0 cards

Deck Trials will offer a selection of cards with extra sigils already imbued if you can pass your choice of trial. However, you can fail Deck Trials and avoid taking a card.

These are the trials you can be offered:
  • Trial of Bones: 3 cards cost at least 5 Bones
  • Trial of Blood: 3 cards cost at least 4 Blood
  • Trial of Power: 3 cards have at least 4 Power
  • Trial of Health: 3 cards have at least 6 Health
  • Trial of Wisdom: 3 cards have at least 3 Sigils
  • Trial of Tribe: 2 cards have matching tribe

The way to mitigate this is to try and cultivate certain weaknesses in your deck in order to fail trials more consistently. Personally, I try to limit the number of bone cards in my deck. But your deck may have generally low health or low blood or mismatched tribes, and you should try to keep it that way when picking new cards.
Goo
ALWAYS
+1 card

Duplicate your card of choice from any in your deck, complete with sigils (although some details may be randomised).

This always results in an extra card but is generally worth it if you have something cool (like a card you've powered up to kill Grizzlies).
Mycologists
PASS
−1 card
FAIL
+1 card

Merge two duplicates. Under normal circumstances, Mycologists will consume a card.

However, if you have no duplicates you will be forced to take one. The duplicates offered will be of three random cards in your deck. You can try to use this effect to your favour (it's always nice to draw another Geck) but it's usually not worth pushing your luck (you'll probably wind up duplicating trash).

The way to mitigate this is, obviously, to try to draw duplicates ahead of time. It's just a factor to keep in mind when weighing the relative value of cards when you're forced to pick one.
Mysterious Stones
PASS
−1 card
FAIL
0 cards

Sacrifice one card to imbue its sigils onto another. Under normal circumstances, Mysterious Stones will consume a card.

However, if you don't have two suitable cards the stones will have no effect. This situation is unlikely to occur when you have a large deck, but it's something to be mindful of.
Prospector
ALWAYS
+1 card

Pick a boulder and you'll get either a Golden Pelt or a random insect with a random sigil. Either way, it's another card.
Trader
ALWAYS
0 cards

Trade your pelts for cards. It's a 1-1 trade but you need to get pelts in the first place.
Trapper
PASS
+1 card
FAIL
+n cards

Trade teeth for pelts or a Skinning Knife. You will always draw a Rabbit Pelt. You can trade for more, but I would recommend against it (except maybe a Golden Pelt if you're feeling lucky).
Totem
ALWAYS
0 cards

Your choice of totem pieces. No cards here.
Summary
Icon
Event
Pass
Fail
Advice
Backpack
0
1
Have an empty item slot, or you'll draw a Pack Rat
Bone Altar
Bone Altar
−1
Campfire
Campfire
0
−1
Press your luck, your card might get eaten
Cards (random)
Cards (random)
+1
Cards (cost)
Cards (cost)
+1
Cards (tribe)
Cards (tribe)
+1
Deck Trial
Deck Trial
+1
0
Fail the trial, and then you won't have to draw a card
Goo
Goo
+1
Mycologists
Mycologists
−1
+1
Bring a duplicate, or you'll draw a duplicate
Mysterious Stones
Mysterious Stones
−1
0
Bring both a sacrifice and recipient, or you'll keep your cards
Prospector
Prospector
+1
Totem
Totem
0
Trader
Trader
0
Trapper
Trapper
+1
+n
Don't buy any pelts, just take the mandatory free one
3 Comments
EpicDragon171 24 Jan, 2022 @ 1:59pm 
also fecundity + corpse eater does the same as unkillable + corpse eater but every card on your side is replaced with it instead of just one
EpicDragon171 24 Jan, 2022 @ 1:56pm 
fun fact i found: if you have unkillable + corpse eater combo via mysterious stones sacrifice and a bug-fledgling totem then every time the card dies it regains fledgling sigil and since fledgling sigil activates at the start of the owner's turn and it got fledgling sigil right before that, every time the card dies, it not only replays itself, but it also gets harder to kill and it gets more damage
10-Goo 21 Jan, 2022 @ 7:30pm 
Man, I'm relieved to know people have been having the same issues as me. I've always thought a good fix to this would be to allow players to use the Bone Lord multiple times in one go. Like, allow me to get rid of at least 3 cards.