Inscryption Wiki


(Elk)
The flighty Elk. It moves after attacking.
(Elk Fawn)
The nascent Fawn. It quickly grows into an Elk.


The Elk is a Beast card that appears in Act I and Act II of Inscryption. It is the grown form of the Elk Fawn, and grows into the Moose Buck if given the Fledgling Sigil.

Strategy[]

The Elk Fawn is comparable to Wolf Cub in that it is a 1 Blood cost unit with 1 Power and 1 Health with the Fledgling Sigil. However, while the Wolf Cub should be played with caution, you can afford to be a little more reckless with Elk Fawn due to it possessing the Sprinter Sigil, allowing it to attack an opposing card before moving out of the way to avoid damage; care should still be taken to ensure that it does not move in the way of damage, however. This means that more focus can be place on the evolved form.

Due to possessing the Sprinter Sigil, it can be difficult to defeat an Elk, as it will move away from anything directly opposing it. Combined with its 4 Health and 2 Power, Elks are capable units that can take hits and deal with most units in a single attack.

During Act I, the exact use of the Elk can depend largely on your deck. Sigils that benefit from its high Health such as Mighty Leap or Sharp Quills work defensively; Touch of Death, Bifurcated Strike and other offensive Sigils benefit from its modest Power. With Elk Fawn, you can use support based Sigils like Hoarder or any that add cards to your hand to benefit from its cheap cost.

Notes[]

  • The Elk also appears in Sacrifices Must Be Made, the game-jam precursor to Inscryption, where it behaves identically.

In Act II the Elk Fawn's sigils are in different places.

  • The Elk after evolving will turn into the Moose Buck

Gallery[]