Preface
"Oh, heavens- Not again!" the good villagers of the Scrollsguide forum cry out; a scraggly bird creature descending upon them. The creature drops Scrolls upon the good people. Upon examination, however, these are not the Scrolls that the good people love. Forgeries, mockups, retools. The faint, gravelly cackling of the mad engineer, Wynzer taints the village. Ominous clouds hang overhead- thunderclap takes 4/4 time at 120bpm, harmonizing with the lamentations of the innocent.
Spoiler: [show]
For the uninitiated- I have a habit of making suggestion threads full of terrible interesting errata concepts. This usually includes,(but is not limited to,) the game's current removal suite, deliberately overpowered stuff (a 'la Bombard), and fringe goodies.
For the initiated, I've just decided that I'd like to make a thread that lasts longer than my usual hit-and-run antics.
Batch 1
Goal: Better adjust the curve of removal for a better paced game (by improving elements of soft removal, and eliminating hard removal.)
Why: The VD and DC nerfs made it clear that the devs want to move away from "hard removal" (Destroy X) effects. However, if the potency of threats is increased, and the power of hard removal is diminished, games are likely to become lopsided on the back of threat generation. This pushes many styles of play out of contention (as we have seen with the recent meta.)
Irony: This is probably the first one of these where I won't make suggestions regarding Thunder Surge. While I still feel the scroll is in need of some level of buffing, it is functional soft-removal that plays well.
My proposed goal with Decay is to increase it's reliance on Curse, rather than poison. (But still have poison be a valuable tool.) A large part of that, however is making Decay choose between it's passive and active options more carefully- by producing more downside effects (to make Decay's reactive features less tempo oriented.) Decay's creatures have a habit of simply being stronger than the other factions- and the removal suite has to be conscious of that. Spoiler: [show]
Damning Curse 3
SpellCursed units your opponents control are triggered
Deal 1 damage to units you control
Inspired by Baleful Witch. This change makes Decay much more reliant on Curse effects, and provides a much needed way to combat structures. It also provides a very healthy design vein for Decay units that curse themselves as a drawback effectBloodline Taint 4
SpellTarget unit, and all units that share a subtype with it gain Curse 2
While strictly speaking, a nerf- this Scroll has long been problematically one sided. Specifically, this produces tension with Beasts and Humans which Decay cares with the other factions. The Damning Curse suggestion would be far too powerful as a 1-2 punch without this very slight errata.Atrophy 1
SpellTrigger target unit's Curse. Increase the countdown of creatures you control by 1.
Smaller scale DC, with a different angle of drawback. Again, another tool to fight troublesome structures.Soul Steal 3
EnchantmentEnchanted unit has curse.
When enchanted unit dies, gain Decay equal to it's base countdown
Probably the biggest offender of Decay's removal suite for building tempo by playing reactively- it no longer gains the player a virtual card, but does supply some amount of ramp (much like Eclipse and Blightseed.) This is particularly a reversal to make Soul Steal great against Harvester, Terrene Brute, Cleaver, Arbalestier Honorable General, Automata Forge, Solemn Giant, Ether Pump etc. It does still effectively build tempo, but not board presence or virtual scrolls. This also works well on your own units for Watcher/Scavenger setups.Infectious Blight 6
SpellCreatures are poisoned.
Creatures that enter the battlefield until your next turn are poisoned.
Like Damning Curse, a mass proc, but not a strict boardwipe.Necrogeddon 8
SpellAll curses are triggered, then triggered again.
Both players draw 2 Scrolls. End your turn.
The scale is complete. This scroll is a statement about the game's power-curve, and it has been rather awkward as a Godhand for
. More often than not, this is still a win-button spell spell with necessary setup, but the point in the game where it takes over, is a point where the game simply needs to reach conclusion.
Just one entry this time...Spoiler: [show]
Ruse 3
SpellLingering 3
Creatures perform counter-attacks against attacking creatures.
Sums up to creatures trading damage values when attacked. An effect that flips Relentless and Piercing on their heads
Growth's removal suite has always been... tumultuous. The suggestion isn't particularly new, but generally is to move Growth away from boardwiping. I don't really wish to deal with the resource ramp Scrolls in this particular update (they're a different can of worms.)Spoiler: [show]
Ranger's Bane 1
SpellTarget creature is poisoned
A rather simple buffFrost Gale 2
SpellIncrease the countdown of units on target row by 1
Deal 1 damage to structures on target row
It makes sense for Growth to damage down structures, but this spell has been repeatedly turned into a proc for Decay Scrolls. CDI isn't particularly powerful, but generally Ice in scrolls equates to it. It makes this scroll a conscious hedge against structures.Quake 6
SpellLingering 2
Whenever a creature moves or attacks, it is dealt 1 damage.
Whenever a structure activates, it is dealt 3 damage.
Like Frost Gale, this weens players away from passiveness in Growth (and against Growth,) and plays into both structure hate and a pseudo-binding effect. The problem with original flavor Quake was always that this sort of effect didn't make sense in a completely non-permissive form. Earthquakes take time, and so the new Lingering mechanic is perfect for shifting how this "Big Growth" spell works. Also, a complete Charge Coil reversal.
These errata are aimed more at having Energy's damage suite scale more- because damage spells are integral to how Energy plays. More specifically, the idea is to shift Energy towards caring about AoE moreso than nailing down units with targeted removal (walking into hosing via Ward and MA.) Four Scrolls not listed here are Thunder Surge, Burn, Darkstrike or Machine Chant. Spoiler: [show]
Spark 2
SpellDeal 2 damage to target unit
If your current Energy is 5 or greater (after casting), Spark returns to your hand at the end of turn.
The Replicaton effect-Probably the most appropriate way for Energy to gain card advantage. In this instance, you must start your turn with 7E, and cast spark first to recur the Spark. Also note the specific timing at each step. This is because, much like Burn, value effects should have to be weighed against other sequencing choices.Inferno Blast 5
SpellDeal 3 to target tile, and 1 to adjacent tiles
This scroll has always been rather low impact, all things considered. Having to compete with most of Energy's best units and Bombard at the 3-drop slot hasn't helped either. This design works around Ward especially. It's far less efficient than Burn, and position based, so your opponents can predict it/ play around it.Sudden Eruption 8
SpellDeal 4 damage to units on target row- Abilities of destroyed units are ignored
"Silencing" effect, strapped to row destruction. Much like the Necrogeddon suggestion, this is a scaled up extreme with a bloated resource cost- Energy's "Spirit Bomb", as it were. The important change, however is that this version of SE has predictable qualities to it for both players (where the current one is often a one sided wrath.)
Note built in tension with resource management and structures having move0 (meaning that it's difficult to position this without nuking one of your own structures if you don't play with it in mind.)Incendiaries 5

Deal 2 damage to units on target row. Structures are dealt 4 instead.
Abilities of units destroyed are ignored.
An Energy answer to Loyal Darkling, Metal Wonder-sometimes Oblivion Seeker and Echomaton. This also makes the Energy mirror less turtley without having to devote deck-space toward hate too narrow to play elsewhere. Decimation Range is easy to play around for the opponent, and requires careful positioning of structures.Tick Bomb 3
SpellChoose a structure you control, it does a ranged attack equal to it's base health. Sacrifice it afterwards. If this attack destroys an idol, increase your Energy by 1.
Instead of hard removal, it is functional structure sacrifice that encourages the player to idol snipe (instead of turtling.) While killing a unit with this scroll is almost always a 2f1 against the player, being able to sacrifice (and cycle) specific structures is a huge hole in Energy's capabilities. Without the ramp effect for idol sniping, the decks which would use this, would primarily use it to trade off damaged structures for opposing units (and not force the game to progress.)