All the Inscryption Costs I've Found

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- Blood, which you gain by sacrificing your cards

- Bones, which you get when one of your cards perishes

- Energy, which starts at 1, but are set to an increasing number by 1 at the start of each turn, up to 6

- Mox, which you only have while you have a mox card of the respective colour is on the board. There are 6 Mox: Ruby/Orange, Sapphire/Blue, Emerald/Green, Topaz/Yellow, Garnet/Red and Amethyst/Purple. There is also Prism, which acts as any one of the other mox. 

- Teeth, which you gain when you take damage

- Bile, which you gain whenever a card perishes, however you lose all bile you have at the end of your turn. 

- Valor, which has cards which have a valor value. Cards with a valor cost can only be played if a card with a higher value on the board. Valor also has a subcost, called Homage, which is paid by shuffling a card from your side of the board back into the deck, with the valor value being equal to or higher than the homage cost being paid. 

- Crystals, which has 3 different colours, which start at 1, and are set to 1 at the start of your turn, unless you play cards which increase the corresponding colour crystals by 1, and increasing how much they set to each turn by 1. The 3 colours of crystal are: Quartz/White, Lapiz/Blue, and Jade/Teal. 

- Alchemy, which at the start of your turn, your roll dice for 1 of the 3 types of alchemy: Elixir, Flesh or Steel. At the start of each turn, you roll 1 more dice than last turn. There is also Aether, which can be used instead of any other cost, but costs 1 dice per Aether instead. 

- Beats, which are paid by playing a card that costs beats into your “music sheet” for turn equal to the beat cost. After that many turns have passed, you may play that card on the board.

- Chaos, which have 3 d6s for the 3 types of chaos (Clowny, Malware and Nuclear), you roll the 3 dice and gain specific chaos equal to the specific die rolled and there's also Pure which is, gain 1 every turn there's no limit

- Souls, which you gain for “hollowing” (discarding) a card from your hand. 

- Gravity, which you get by playing other cards, and you get half that card’s cost in gravity. 

- Truths and Lies, Whig have you gain 1 truth when you spend 1 lie, and 2 lies when you spend 1 truth. 

- Research, which there are are 5 types of: Physics, Biology, Chemistry, Meteorology, and Neutral. To generate Research, you "tap" creatures immediately after your draw step. Tapped creatures cannot attack, use sigils (except for ones that force the card to perish or lose stats in some way), or be sacrificed. Science creatures generate specific amounts of research when tapped equal to their alignment.

- Faith, which you have four types of. Each turn, choose a faith and gain 2 of it, if you choose the same faith two turns in a row, you gain only half the amount.

There are cards with sigils that can modify the amount of faith you gain or faiths you can choose to gain from.

- Nets, which is produced by cards with net meters. During the end of your turn, gain 1 Net for each card you have on the board with a net meter, maxing out at the highest net meter a card on your side of the board has.

- Coins, which you start each battle with 5 of. At the start of each turn, gain 1 coin. You may discard a coin cost card from hand to gain that many coins. 

- Coral, which you gain when you play a card, but lose when one of your cards dies.

- Stardust, which you gain at the start of your turn, equal to the number of damage you took and dealt last turn. 

- Exhaustion, which you gain whenever one of your cards takes damage. 

- Voltz, which you gain whenever one of your cards move

- Fur, which is gained when you have a card with “fur dropper”, and is equal to the number of “Stoat” or “Fur” cards on your side of the board, or when you have a card with “fur shedder”, and is equal to the number of energy cost cards you have. 

- Medals, which a card gains whenever it kills another card. When a card has a certain amount of medals on it, you may discard it from the board and place a card that costs that many medals onto the board in its place. 

- Luminance, which is gained at the end of your turn equal to the number of cards on your side of the board with the “illuminate” sigil. 

- Bullets, which starts at 5. At the end of your turn, you gain 2 bullets. 

- Bounty, which is gained whenever a card with the “Loose change” sigil is killed or discarded. 

- Smoke, which is gained at the end of your turn equal to the number of cards on your side of the board which have an attack power greater than 0

- Bananas, which are gained by destroying a card with banana counters on it, or removing them from certain cards, the gained bananas is equal to the number of counters on the card. 

- Fear, which is generated by cards with the “Horrific (X)” sigil at the end of your turn, with (X) being the fear produced. 

- Capital, which you gain at the end of your turn equal to the number of spaces covered by cards on your side of the board. 

- Puzzle, which can only be played depending on the arrow on the card. 

- Frequency, which at the start of your turn, you get 4 random frequency (like Blood Frequency, Bone Frequency, Mox Frequency, Energy Frequency in that order), then every time you start your turn, one of those frequency's change into another frequency (Bone Frequency to Mox Frequency) you don't lose it when you spend it

- Glitches, which is gained when you spend Frequency

- Radiation, which is gained while with the sigils “Toxic Bozo” and “Ratio” are on board.

- Light, which is gained based on how much damage you deal to the opponent during your end step

- Ice, which is gained by reducing the attack of a card on your side of the board by 1 for a turn.

- Leafs, which are gained when a card bearing the "foliage" sigil is on board

Arson, whichis gained via Malicious Dousing or Gasoline. You use the lanes on board to show where your arson is. When arson is spent those lanes are dealt one damage.

- Matter, which is capped equal to the total HP of all your cards. On your turn you can spend matter which you gain corresponding to your matter cap. Whenever your matter cap increases/decreases, your matter increases/decreases by the same amount, but whenever your matter decreases/increases, your matter cap does not.

- Anti-Matter, which you start with a pool of 15-20 (depending on play-testing) of, and at the start of your battle step, you lose 1 Anti-Matter, and then, if your pool is in the negatives, take scale damage equal to the absolute value of that negative. Spending Anti-Matter on cards removes it from their pool. (A few footnotes, your Anti-Matter pool only exists if you run any Anti-Matter costing cards in your deck, and if you run less than 5, you lose 5 Anti-Matter at the start of your battle step instead.)

- Vital, with most vital cards having an arrow, the lane directly in that direction becomes vitalized. a lane can be vitalized multiple times. a lane must be vitalized as many times as the card costs to be played there.