The adept Kingfisher. A slippery hunter.
The Kingfisher is a Beast card that appears in Act I of Inscryption. This card also appears in Act II, but cannot be obtained. In Kaycee's Mod, it is a part of the Waterborne starter deck.
Strategy[]
Act I[]
The Kingfisher is incredibly weak but also cheap; costing only one Blood to summon and bearing both the Airborne and Waterborne Sigils. Its purpose is to attack the opponent directly while avoiding all damage, although this usually means it opens the opponent to direct counter-damage and therefore can be easy to out-damage.
Kingfisher is also an ideal card to use as a set up to playing stronger cards later, since there is very little that can defeat it.
Good Upgrades
- Power from the Campfire event to deal extra damage.
- Sigils that allow for multiple attacks, such as Bifurcated and Double Strike.
- Many Lives ensures the card can used as a sacrifice multiple times.
- Worthy Sacrifice makes it a suitable median for a later benefit.
- Morsel can pass its Power and Health onto another card, making it more powerful.
- Stinky allows the card to out-damage the opposing card.
Bad Upgrades
- Health is useless as the card will almost never take damage.
- If Kingfisher has Morsel and is being used as a set-up sacrifice, adding extra Health may be beneficial then.
- Most Sigils are either situational or useless on it, such as Touch of Death or Loose Tail.
Act II[]
This card only appears as an enemy card, most noticeably during The Angler's fight. It is difficult to destroy this card, requiring either overkill damage, an Explode Bot, or a Plasma Jimmy.