Inscryption Wiki


A largely unimpressive specimen.



The Mothman is a Rare Beast card in Act I of Inscryption. It is the grown version of the Strange Larva and the Strange Pupa.

Variants[]

At the end of the turn, the Strange Larva grows into the Strange Pupa, which grows into the Mothman at the end of the next turn.

Strategy[]

Given the incredibly powerful state of its final evolution, care should be taken to ensure that the Strange Larva eventually grows into Mothman. It is best to place it behind a Boulder, Stump, or other defensive card so it can evolve safely. If the opponent plays any cards with no Power or with the Airborne Sigil, the space opposite is generally a safe place to put the card down. It is also able to be placed opposing 1 power cards and still evolve, but keep in mind that this will likely mean it will only hit the opponent a single time before dying.

The weakness to the Strange Larva is that since it takes two turns to evolve, in later games you may end up being defeated in those two turns due to losing the sacrifice you used to summon it. Because of this, you should play it early in the game when the other side of the board isn't crowded, making sure you are able to survive enemy attacks for the next two turns.

Good Upgrades[]

  • Health from the Campfire allows it to survive better. Power allows it to attack while in its Larva and Pupa stages.
  • Waterborne guarantees the card survives until it fully evolves.
  • Loose Tail and Armored allow the card to survive at least one turn of its evolution in most cases.
  • Unkillable returns the card to your hand when it perishes, retaining its current form upon death.
  • Stinky can be used to reduce damage taken from enemies, allowing it to be placed opposite 1 Power cards and still land multiple hits on the enemy.
  • Brood Parasite has almost no downsides, both protecting the Larva until it can evolve and preventing creatures from directly opposing it to kill it.
  • Many Lives, paired with a cheap deck, assists you to stall until the Mothman fully grows.
  • Bifurcating Strike and Trifurcating Strike will guarantee a win, regardless of the amount of teeth on the scale, thanks to its Airborne Sigil at the Mothman stage (assuming there are no cards with Mighty Leap in the way). This can be used to amass great amounts of teeth to use at the Trader.
Situational Upgrades[]
  • Morsel has some niche use cases, such as if it is already close to death, but due to the value Mothman provides with it's massive Attack and Airborne Sigil, it is usually not needed. This is usually only valuable if this Sigil is provided via a Totem.

Bad Upgrades[]

  • Mighty Leap, Burrower, and Guardian drags it into the line of fire which may kill it before it evolves.
  • Touch of Death serves no purpose unless it acquires at least 1 Power during the Larva or Pupa stages and has no benefits at all during the Mothman phase, since even opposing cards with Mighty Leap will usually die to it's high Power anyways.
  • Merging two copies of this card via the Mycologist results in a net loss of stat bonuses compared to keeping two copies of this card, as it's attack does not increase at the Mothman stage and effectively results in half the damage compared to keeping two copies.
  • Worthy Sacrifice is virtually useless, as it negates the power of the Mothman by making it a sacrifice card and suffers from the opportunity cost of other Sigils even if it is close to death.

Trivia[]

  • Mothman is a cryptid from West Virginian folklore.
  • Mothman FinalForm

    as it appears in-game

    When evolved using Fledgling, Mothman gains the name "Final Form."
    • This appears to only be possible using an Insect Totem with Fledgling, and an Unkillable Mothman being destroyed in its fully grown state.