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The omnipresent mole. It burrows and emerges to block any landborne attacker.


The Mole is one of the Beast cards that appears in Act I, Act II, and (briefly) Act III of Inscryption.

The Mole's appearance in Act III is solely as an opponent, as it is the first card on the board in the fight against G0lly. Its portrait is a realistic image of a mole, and it is implied that G0lly pulled the image from the web. In Act III, it costs 0 Energy, however this is irrelevant as the player can never obtain the mole.

Strategies[]

The Mole is a good defensive card that possesses a great amount of Health for its cheap cost. It works well against large amounts of small-Power cards, like the Opossum and River Snapper, as it moves around to block damage. It is also capable of defending against a few medium-Power cards, like the Coyote and Elk. As a result, it works best at the start of a game.

As the Mole is intended to be used defensively, focus on giving it Health and Sigils that work well with its Burrower Sigil. Sigils such as Sharp Quills, Stinky and Loose Tail can be all effective. If a Mole is given the Fledgling Sigil, it will evolve into the more defensive Mole Man after 1 turn and gain the Mighty Leap Sigil to defend against Airborne cards.

Good Upgrades[]

  • Both Health and Power buffs at the Campfire can help the Mole's potential. Health is generally preferable due to the Mole's normal utility, and due to the fact that the player will usually have more viable cards to buff Power on.
  • Fledgling makes a Mole evolve into a Mole Man. While it won't gain Power as it normally would otherwise, it will still gain 2 Health, which drastically increases its survivability.
  • Unkillable can allow you to stall longer and draw more cards.
  • Bees Within and Sharp Quills have a great synergy with Mole thanks to its high Health.
  • Fecundity generates another copy of the Mole, which can functionally double it's health, granted you sacrifice the original Mole for the new one when it is in critical condition.
  • Dam Builder can be a great defensive pivot choice, given there are open spaces adjacent to the Mole.
  • Stinky protects Mole from Adder, which would otherwise kill it in one hit due to Touch of Death.
  • Worthy Sacrifice allows the player to pivot into a more powerful card once one is drawn.
  • Loose Tail generates a tail with the Health and Sigils of the original Mole, amplifying it's utility as a defensive card.
  • Many Lives is a great support option, given Mole's above average health pool.
  • As with Mole Man, Mighty Leap is a good option to allow Mole to further wall enemy cards.

Situational upgrades[]

  • Leader is a decent option due to Mole's low Cost and high Health, but can give inconsistent results given Burrower will force it to move during Leshy's turn.

Bad upgrades[]