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Mojang's Scrolls Design Competition
Author: kbasten
Date: Thu 24 Oct, 2013 3:38 PM Views: 23614

Mojang's Scrolls Design Competition #1



Good day Scrolldiers,

On this glorious Thursday afternoon we are pleased to share something that has been in the planning between both Mojang and Scrollsguide for quite some time now. Something that is sure to get your juices flowing.

*Insert obligatory drum roll here*



For the first time in the history of this glorious game, Mojang - the people who make Scrolls - wants you, the handsome/beautiful (delete where applicable) Scrolls player to design a scroll, a scroll that if judged to be good enough will be added to the game.

Yes that is right, you have the chance of having a scroll that you designed added into the game!



Read on for the full details.

Rebellion!



Mojang’s next set of Scrolls will have the theme 'Rebellion'.

On the fringes of the Empire, a revolt is brewing. The Rebellion set pits Growth, Decay and Energy forces against the armies of Order.

We need you to create a selection of Spells and/or Enchantments to bolster your favourite Faction, and the ones you don’t favor.

Use whatever tools you can find to stand out with your creation. You can use the Scroll Designer to give your ideas their final shape, but this is optional. Ultimately, you have to come up with viable in-game ideas or new mechanics that could really spice up your playing. Use your Scrolls, or other gaming, experience to think of the missing scrolls that the game needs.

Submitting
Everyone who owns a copy of the game is eligible to submit entries! Make sure you've filled out your in-game name on your Scrollsguide profile though, so we'll know who to reward.

You can submit a maximum of three scrolls for every resource, bringing the total number to 12. Again, only Spells and Enchantments will be judged. Write down your ideas or use the Scroll Designer to upload images for your entries.

Judging
Judging will be done by a number of people from the Scrolls community. They will pick 12 favorites out of all the submissions, three scrolls for every resource. Those winning scrolls are then sent off to Mojang for their final judging, to eventually decide on four definite winners, one for each resource.

The success of entries will be based on viability of the scrolls’ mechanics in-game, as well as interesting lore and new concepts. The artwork on the scroll isn't all that important for the end result, although we wouldn't mind seeing some great drawings of yours!

Prizes
The prizes are what you're all here for, obviously!

The four winners will have their scroll implemented in-game in a future version*

Finalists (including winners) will receive a special avatar head, much like the winners of the ESL cup got.

Some data
This competition will start today, Friday 25th October and will run until 10 November 6PM GMT You'll have more than two weeks to come up with amazing ideas. After that, the judges will take five days to go over all the entries and pick 12 finalists. Mojang will then announce the final four winners by Wednesday 20 November.

So with all that it is now down to you, post your entries below by 6PM GMT on the 10th of November and you will be in with a chance of having your own scroll added into the game :)

We wish you all the luck in the world and look forward to judging your entries.

Mojang + SG

P.S. Please note that we wish this thread to be only used for entries into the competition therefore any posts that are not used as an entry into the competition will be moved. If you wish to discuss or comment on the competition then please do so on the Design Competition Thread. Also if you could keep your entries to a single post then that would be greatly appreciated (i.e. post all your entries in one post and not in separate posts), thank you.

*Disclaimer: Winning scrolls may be changed by Mojang. Artwork for scrolls is redrawn by Mojang artists.
Comments
OldHammerFri 25 Oct, 2013 11:40 AM
Decay

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Energy

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Order

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Growth

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All done.
level99kappaappearsFri 25 Oct, 2013 11:48 AM
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My first idea, and personally think it can make some older scrolls more viable (useless contraption or proximity :P) and/or help strengthen the idea behind machine divinator and heavy structure play. I think the cost is reasonable, and the effect forces the player to make a choice between heavily investing in "possible" future production or keeping some units in play to do further damage/protection. The possibilities with this scroll could further deepen energy play.
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Got the idea from looking through current energy scrolls and thought that a siege type scroll would make sense for Energy to use for the "rebellion" theme (saw supercharged and this idea just clicked). This fits in perfectly with decks that utilize the lobbers and artillery, but are inherently slow by themselves. I think that with this scroll, structure decks now can become more focused and have a purpose after they've been used to clear creatures or units off the board with their first attacks. Most of the time they're just used as intimidation to make your opponent try and avoid and play around, but with this scroll, the structures by themselves can handle the battle, and hopefully speed up the EvE match-ups that tend to go on forever. Also, it adds more variety to the meta because now there's more options to build focused themes in Energy like rush E, Structure Spam, Steady Ramp E, etc. This could also bring in a resurgence of tool initiate which was a cool scroll, but didn't have much use until now :). The structures will break through the castle walls, and defeat order once and for all. (sorry a little cheezy, but you get the point).
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Growth is a faction heavy on playing creatures and buffs, so why not introduce something that combines both for a reasonable cost (imo).
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The idea behind this is to symbolize creatures in the forest panicking and retaliating. The resource gain/removal mechanic added as another layer to help dual-resource decks. EG is seen less so than any of the other combinations. Can also be used as an alternative CD reduction card with a drawback and 1 less cost than rallying. The heavy drawback being the 1 damage to all creatures might be too harsh for growth, but makes the most sense lore wise. It also can combo with berserker, and would be interesting to see how people would balance out the 1 growth loss for 2 energy gain.
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The idea behind this is growth's answer to Imperial Resources. I think the card has a somewhat great mix of lore and growth's mysterious "natural disasters" theme that is akin to Quake and Frost Gale. It's also not situational enough to only work against order, and would be interesting to see in use against the other factions or multi-faction decks. This I believe fits the rebellion theme for growth quite well, and I hope you agree :).

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One reason to add this card. To make decay undead decks possible. Currently decay is lacking in the most obvious way, and no it's not just speed. Many of the units are human, and that is great for witch doctor synergy, but decay is all about things dying or being dead in general. This card will re-introduce restless bones in decks, and could make some situations interesting with harvester triggering.

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Scroll Wording Bug: Last line should say This enchantment is removed.
Charge is a new mechanic that could work in many ways for this game. The effect of charge is that it stores an X amount of the effect, which can be used later on like as shown on Scythe of Sorrow. There's many other ways to use this mechanic. You could have a creature or enchantment that stores potential damage, that can be spent or activated later on, and essentially works like scrolls such as automata forge or mainly solemn giant, where you use the pump mechanic to activate them. If the scroll doesn't get chosen for the competition, the mechanic should be interesting enough to potentially add in future sets.

The effect could go further by making it work against all units, but that might be seen as OP by some, so I left it like this.
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The basis behind this is to make countdown increase decks more accessible and a useful option if need be. There could be other designed cards like "deal X damage to target creature for each creature your opponent controls, where X is the number of over 2 CD units on your opponent's side." This scroll is really meant to open up the idea behind utilizing the CD increase mechanic as an aggressor, instead of just delaying.
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I'm not 100% on the cost of this scroll (needs to be tested), but I think the idea behind it is solid for order. It's a direct counter to aggressive play styles or creatures that can attack next turn, and is the counter play that order could use in the late game against the other factions, and is actually really good in the mirror. Maybe the effect could get a buff of 2 armor, but it would probably be too much for growth to deal with, especially with the already added spiky effect. The basic idea is there, it just needs tweaking in the implementation and tested.
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The idea behind Forest Fire, Dangerous Concoction, and Military experiment aren't really meant for the competition overall (it would be great if any of them made it though), but to provide the developers with ideas on how they could possibly create scrolls that allow players to go into dual resource decks. The problem currently is that doing so is somewhat difficult and slow, and the choices available atm don't offer as much variety to mess around with. I'm not saying that any of my scrolls will solve the problem, but they could be a step in the right direction if the players aren't given resource ramp equivalents or if scrolls isn't going in the direction of utilizing the colorless mechanic. All three of these scrolls offer each faction a different benefit, while having a con attached to them, so it doesn't seem like the player is just given a free pass to go into the other resource.

There's many other great scrolls to choose from in this entire competition, and if none of mine get selected I won't be salty (maybe a little :D), but either way, this competition has been awesome, and Mojang's been cool for letting people come up with their own ideas. Anyway, hopefully some of you found a scroll or two of mine interesting, as I had a lot of fun creating them. Good luck everybody :), and sorry for the long added descriptions for some scrolls (Kbasten, Blinky, other judges).
*All the images belong to their respective authors, I take no credit.
TheRaFri 25 Oct, 2013 11:58 AM
Went with a simple approach, nothing too drastic.
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ChocolateWaffleFri 25 Oct, 2013 12:01 PM
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All the images belong to their respective authors, I take no credit.
PsychobeansFri 25 Oct, 2013 12:13 PM
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ironballsFri 25 Oct, 2013 12:15 PM
    Energy


  • Encompass the World
    cost: 3E
    enchantment

    target ranged creature gains lobber

  • Fortified Attack
    cost: 4E
    enchantment

    Target structure gives all adjacent creatures 2 attack

  • Grinding Gear
    cost: 1E
    spell

    Deal 1 damage to target unit

    Decay

  • Damnation
    cost: 4D
    enchantment

    whenever enchanted creature deals damage to a creature all adjacent creatures receive curse 1

  • Putrid Landscape
    cost: 3D
    spell

    When you play Putrid Landscape choose a lane; for 3 rounds all units in that lane receive 1 damage at the beginning of its controllers turn

  • Army of the Dead
    cost: 2D
    spell

    All creatures you control are undead in addition to their normal subtype until end of turn

    Growth

  • Bountiful Harvest
    cost: 2G
    spell

    Until end of turn gain growth equal to the number of kinfolk you control

  • Riot
    cost: 4G
    enchantment

    Enchanted creature gains attack equal to the number of adjacent creatures you control

  • Adrenaline
    cost: 5G
    spell

    The next creature that comes into play under your control has haste

    Order

  • Scry
    cost: 3O
    spell

    Draw 2 scrolls; then discard 2 cards

  • Wings Training
    cost: 1O
    enchantment

    Target creature gains attack x; where x is equal to the number of units in front of it

  • Evasive Manuever
    cost: 2O
    spell

    Increase target units countdown by 1; draw a scroll
ColorplantFri 25 Oct, 2013 12:16 PM
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ArteriusN7Fri 25 Oct, 2013 1:12 PM
Order
Delusion
Rarity: Uncommon
Cost: 3
Type: Enchantment

Description: Creates two illusions of targeted unit which spawns on random empty tiles adjecent to the unit. The units are then transpositioned randomly. * Illusions don't deal damage and die when attacked.

Energy
Kraken Rounds
Rarity: Rare
Cost: 5
Type: Spell

Description: All ranged creatures you control get Piercing for one turn.

Growth
Bloodlust
Rarity: Common
Cost: 2
Type: Spell

Description: Target melee creature gains relentless for one turn.

Actually made cards in the card builder but don't have a means to upload them right now.
VerdianFri 25 Oct, 2013 1:43 PM
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CaederisFri 25 Oct, 2013 1:45 PM
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EDIT : Some more scrolls. I have not read all the thread, I hope I'm not stealing from anyone

Cursed Ring
2D, Enchantment, Any creature attacked by enchanted unit gets Curse 2. The curse is dealt before combat damage.
Not all rings are earned by doing heroic deeds.

Puppet Strings
2D, Enchantment, You can move enchanted unit as if you owned it.
"Controlling the living is no different than controlling the dead." -Kelag, Witch Doctor

Faith Sacrifice
4O, Enchantment, All opponent's Spells and Enchantments that can target enchanted creature must do so. Otherwise, draw 2 scrolls, increase order by 1, and Faith Sacrifice is destroyed.
"I don't fear their evil sorceries." -Anonymous sacrifice

Faith Incantations
3O, Enchantment, All damage dealt to idols on the same side as enchanted creature is dealt to enchanted creature instead.
"Let our prayers shield those we love." -Ina, Wings Priestess

Wild Growth
3G, Enchantment, Now and at the beginning of the following turns, enchanted creature gets +1 Attack and +1 Health.
"I've never seen beasts grow this fast. It must be something in their food." -Ihrbraman, Creature Collector

Some explainations :
Cursed Ring is a better Champion Ring that does not work against idols.

Puppet string is a worse Flip (it does not work on units with no move) that stays. It does not prevent the opponent from moving is own creature on his turn.

Faith Sacrifice is basically a Taunter for Spells. Opponent has to target the enchanted unit, otherwise you get huge advantages.

Faith Incantations is a versatile spell. You can either use it to snipe an enemy creature by damaging an undefended idol, or use it to protect one of your idols by soaking up damage in a beefy creature.

EDIT : And my final scrolls.

Salvage
2E, Spell, Put target structure you control back in your hand. A useless contraption is summoned in its place.
"Some parts are still good. Take them out." -Arran, Machine Priest.

Mechanical Soul
2E, Enchantment, Enchanted structure has move increased by 2.
"Awaken my child. I have gifted you a new life." -Arran, Machine Priest.

Bloodlust
3G, Enchantment, If enchanted creature kills at least one unit during its attack, it gets an additionnal attack this turn. This effect can only happen once each turn.
It is said animals must be put down once they have tasted human blood. Kinfolk think differently.

Some explainations :
Salvage recovers your damaged structures, or those affected by nasty enchantements like Searing Shackles, and you still get some protection to fill the gap.

Mechanical Soul is a versatile scroll that allows you to either defend your key structures, or make your destroyers and catapult of goo a lot more fearsome.

Bloodlust is basically a conditionnal concentrate fire that stays. Could be insane on very strong creatures, like Greatwolves, Jarls, or those that benefit from attacking, like Breakers. Does not work against idols though.
impossiblityFri 25 Oct, 2013 1:47 PM
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TharosFri 25 Oct, 2013 1:59 PM
Energy :
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Growth :
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After a bit of thinking is think 4 cost is better for this card.
Decay :
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-> Better with a cost of 3 I think.

I have no right on the images, they are just place holders.
ViolentineFri 25 Oct, 2013 2:02 PM
Energy:
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Growth:
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Order:
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Decay:
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I tried to enhance the current mechanics in bring in some new ways to deal with different situations. I would like to see new methods for gaining resources without structures. Most of these scrolls are for mixing two "colours" together.
DrAkulaFri 25 Oct, 2013 2:07 PM
My first ideas:

(Btw kinda hard to make thematically fitting scrolls with knowing so little about the world and upcoming story.)

Growth
Wildwood Ambush
Cost: 4G
Rarity: Rare
Type: Spell
Ability: Choose an empty tile on your side. You can't move or summon any units on it until this scroll's effect triggers. The next time an opponent unit attacks in this row a random Growth creature from your hand is summoned on it after attacks.

Lore: "There they come! Get ready!"
Artwork: A decoy looking like a kinfolk scarecrow standing on a road through a forest; a caravan of Order Soldiers heading towards it; shapes of Kinfolk in the bushes.

Explanation: The Kinfolk have some scout-type creatures like Sister of the Fox and Kinfolk Ranger, so I thought setting up an ambush in the forest to cut off the Empire's supply lines is something they might do.
Gameplaywise the opponent should not be able to see the chosen tile. He knows an ambush is coming, but is not sure where. A random Growth creature is summoned to not make it to easy to cheat big things into play this way.
The creature should be summoned in the opponent turn to get its countdown decreased on its own, to further improve the ambush-effect of attacking faster than expected.
The costs of 4 and an extra scroll to get your creature out should make it balanced.

Chaotic Battle
Cost: 5G
Rarity: Uncommon
Type: Spell
Ability: All creatures are resummoned on a random tile on their side.

Lore: "The best planned strategy can break in seconds of a fight."
Artwork: A chaotic battle scene between Growth and Order Soldiers.

Explanation: This would give Growth an out against Order's Spiky and Armor guys. Also resets haste units, Sister of the Fox and possibly Mangy Wolves if you happen to have 2 out.
Note that it does not resummon structures, so Energy doesn't get screwed over too badly by it.
Concerning flavor, Growth does seem to prepare wild chaos to ordered tactics. Represents how I imagine a fight in a rebellion between Order and Growth might turn out, if it does so in Growths favor.

Allied Forces
Cost: 3G
Rarity: Common
Type: Enchantment
Ability: Enchanted creature gains 1 Attack for each Energy creature you control and 1 Health for each Decay creature you control.

Lore: "We stand united!"
Artwork: 3 characters standing next to each other in battle ready positions - a Kinfolk making a battlecry in the middle, flanked by an Ilmire and a Tribesman.

Explanation: Kinda obvious for the 3vs1 theme. This is something that Growth would do there. Still good in 2colored decks.

Decay
Reveal the Spy
Cost: 6D
Rarity: Rare
Type: Spell
Ability: Sacrifice a human creature. Destroy target human creature and summon a copy of it in place of your sacrificed creature.

Lore: "The easiest way to weaken the Empire is from within."
Artwork: A stripped corpse lying in a street, a person with a knife in the stolen clothes steals away.

Explanation: How would Decay fight in a rebellion? Probably very sneaky! A posionous dagger in the night, a shady figure taking someones identity.
From the gameplay its best against Order, which should fit the theme, but also can be used against the other factions. Also it synergizes with Decay's death triggers. You have to have a target to use it though, and a human creature yourself that is disposable.

Cloak of Night
Cost: 4D
Rarity: Uncommon
Type: Spell
Ability: All creatures on target tile and adjacent tiles become Invisible.

Lore: "They'll never see us coming."
Artwork: Weapons held by invisible hands flying through the Ilmire.

Explanation: Yeah... dont feel like writing one right now. Explanation for Invisible below.

Gaseous Shroud
Cost: 1D
Rarity: Common
Type: Spell
Ability: Target creature becomes Invisible.

Lore: "Did that cloud just move?" - "Thats what clouds do, fool."
Artwork: An Ilmire with a smirk on his or her face, wearing a cape made of cloudy looking gas.

Explanation: Invisible: Until it deals or is dealt damage this unit can't be seen by your opponent.

Order
Suspicion
Cost: 3O
Rarity: Uncommon
Type: Spell
Ability: Draw a scroll for each color among opponent units.

Lore: "There are traitors everywhere. Be prepared."
Artwork: A guy carrying a bunch of scrolls in an Order themed city who looks behind himself, being followed by a person in the shadows.

Explanation: The 3 vs 1 Rebellion theme sounds like a stronger push of multicolored decks coming ahead. Order standing alone should get something to counter that.
Flavorwise this scroll represents the Empire's officials suspection rebels everywhere and trying to protect their secrets and work on plans to end the rebellion.
Assuming they do push multicolored this scroll can realistically draw 2, which should be fine for three Order. Best case it gives a big edge against multicolored shenanigans, worst case at least it cycles. Might be better in Judgement than constructed.

Energy
Sabotage
Cost: 7E
Rarity: Rare
Type: Spell
Ability: Increase all opponent unit's countdowns by 1. Draw a scroll for each countdown set to 3 or more this way, up to a maximum of 5 scrolls.

Lore: "I've got their plans. And I may have cut a few ropes and loosened some screws while I was getting them."
Artwork: A tribesman cutting strings of a Mangonel, looking over his shoulder not to be caught.

Explanation:
God Hand - Imperial Resources - Necrogeddon - this? Energy needs the big lategame advantage scroll. This could do the trick. You delay the opponent and get scrolls to set up your victory.
The limit to scrolls being drawn is absolutely necessary, since otherwise you could create a close to infinite loop with this against a full board where your opponent will never be able to attack again and you draw your whole deck. That would be too much.

Reinforcement
Cost: 2E
Rarity: Uncommon
Type: Enchantment
Ability: Enchanted unit gains Armor 1. Draw a scroll. A unit can't be enchanted with more than one Reinforcement.

Lore: "That should hold."
Artwork: A mechanic-type character (like Tool Initiate) wiping off his forehead, proudly looking at the thick metal plate he just attached to something.

Explanation: The cycle needs to be completed! And arming something seems very Energy to me. Very practical, that it can enchant structures, too.
I've added the clause of max 1 of this per unit because stacking these things might get out of hand really quickly.
What would Energy do in a rebellion? Make sure their equipment is in the best state possible, so that it can stand some blows in a fight with the empire.

Natural Fuel
Cost: 2E
Rarity: Common
Type: Enchantment
Ability: Whenever you play a Growth or Decay scroll, decrease enchanted unit's countown by 1.

Lore: "Ilmire gas and Wildwood trees - you don't find fuel like that in the desert."
Artwork: Some sort of engine with a glass container filled with purple gas, and an oven like structure burning wood attached to it.

Explanation: Another 3vs1 theme Enchantment. Flavorwise it makes sense in this alliance to share each other's resources. And concerning gameplay it should be a decent push for multicolored decks. Put it on a Golem, Giant, Forge, Pump, you name it. Or splash it with some other things and put it on a Harvester? And gain the bonus for something you would do anyways.
The cost of 2E should be fine, since you still have to spend resources to make use of it. Should be 2 though to not make it too easy to splash.

Edit 10/28 - Added Sabotage and Natural Fuel
Edit 11/05 - Added Cloak of Night and Gaseous Shroud - probably thats it for me. Order already has everything it needs (and some more). ;)
WilizFri 25 Oct, 2013 2:32 PM
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WewiusFri 25 Oct, 2013 3:17 PM
My ideas

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Frightening: Before attacking, the first opponent creature moves to an adjacent tile, which is not on the same row as enchanted creature (The opponent creature is scared and tries to avoid the fight). If not possible, opponent creature gains curse 1 this turn.

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Basically you get the control over the opponents creature.

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Camouflaged: Creature is ignored by opponent Creatures (they can't see her) for X (Number) actions of the enchanted Creature (An Action can be an attack or movement).
DvirWiFri 25 Oct, 2013 3:33 PM
This is my 12 scrolls post. Finally I finished all scrolls, and just in time as well :) Hope 1 or more will get picked (Though I doubt it with the insane amount of scrolls in the competition), This was a lot of fun designing the scrolls and balancing them! Thank you Mojang for giving us this opportunity and encouragment!

Decay
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About the scroll: This scroll seems very straight forward at first - completely diable target creature, but it has so much more uses! for instance, put that on your Harvester and he will now countdown normally, as well as the Solem Giant. or put that on an Aging Knight and you've got yourself a kinfolk brave, or better, put that on your Copper Automaton! a 4|1|2 creature is pretty amazing in my opinion.

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About the scroll: Decay's massive board clear, decay has quite a hard time to ramp, and that might make this scroll a huge risk as if your opponent has a lot more resources he will easily take back the board, but if how ever you time this spell correctly you can use it before order has started going winperials and still do massive dmg to their tempo, and if you manage to keep up with the resources this is the best comeback scroll possible!

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About the scroll: In first sight this might look like a better herritage, and that might be true, IF you can kill the creature on the same turn you cast this enchantment. if not you're risking at a +4 card advantage for your opponent very easly, that makes the card a bit situational, as it's only good if triggered on the same turn, but yet 2 cards for just 2 decay is amazing.


Growth
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About the scroll: This is one is for the wolf decks out there, potential for 6 great wolves in 1 deck is crazy, and this makes brother of the wolf SO much better, This is why this costs 4, not because of the scroll itself (it was originally 3), but because of the potential.

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About the scroll: <3 Weenie decks <3, this scroll fits growth with the creature overwhelm playstyle, it also fits the rebelion theme and brings very interesting uses. I'd increase the cost to 5 but than it's a bit unplayable as it takes a whole turn most of the times, so 4 it is. 4 is a good price and it combos very nicely with rat king. Just imagine a weenie bunny deck using this, and if you have all 15 spots full of bunnies, that's 15 bunnies doing 15 damage... I know I wouldn't want that.

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About the scroll: Enchentments are a whole lot better with this card. The potential with this and 3 stag hearts on a brave, in some way this very much feels like a better stag heart, but that's not very true, cuz in stag heart can be divided to 2 or 3 different creatures, which helps keeping the card advantage, this one is more of a |put all your eggs in one basket" type of scroll, though combined with untainted and stag hearts has insane potential.


Energy
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About the scroll: Burn is like poison (1 dmg at the start of turn), but it can effect structres, and everytime a creature with burn attacks a unit that unit is inflicted with burn 1 for 3 rounds.
This is why what seems like a VERY cheap but slow violent disposal is a double eged sword, or triple edge if you burn back your burnt creature! the fire can spread very easily which makes this card good, but very risky.

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About the scroll: I feel like this scroll and one mind were ment to be togather, except one mind is much more stronger because it's controlable, howerver this scroll is very strong too as allthough it's not very controlable, it may give you the needed advantage in a very close game, while one mind will only give you advantage if you're already ahead. I'm considering taking this scroll up to 4 cost.

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About the scroll: This card needs building around it to make it work, but I can see a very strong deck with this and memorial spam, perhaps combined with some other energy structers, divinators and chants and this will be included in any EO structre deck. I mean in late game you can get away with playing 3-4 memorials AND this card at the same turn, useless cintraption becomes very cost efficent thanks to this card too.


Order
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About the Scroll: Order is all about card draw and countdown manipulation, this one is like a mini mystic altar, it's good, but not THAT good.

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About the Scroll: It fits the rebellion theme quite well, and allthough this scroll might seem very good it's very situational, as there are only 2-3 creatures per faction that have or might have more than 6 health. However as more scrolls will be added this scroll will just becomre better and better, and it has a very good potential to be the best removal in the game.

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About the Scroll: Order is known for countdown maniuplation and move maniupliation, as well for syncronized attack, now let's go all in 1 shall we? This card's comeback potential is huge. I mean combines with a wings captain that's -2 countdown and +2 move for units around her. and with late-game order sometimes getting to 15 order or more, it's not that hard to trigger 3 or 4 creatures at once, and that might be enough for a board clear. This card is even good when you're in control, it rallys most of your army into attack and give them a little boost for the idols, this scrolls is a good comeback scroll and a finisher scroll all in 1.
eleclipseFri 25 Oct, 2013 4:04 PM
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LomicoFri 25 Oct, 2013 4:10 PM
Order:
Honorable Death:
Common
Cost: 4 Order
Effect: Can only use this on a unit that has lost at least half it's health. Sacrifice target unit and gain 1 Order and Draw 1 Card
Lore: "I cannot save you, but I can give you an Honorable Death" - Lance Pureheart

Muster:
Rare
Cost: 6 Order
Effect: The next 4 units in your deck with Royal or Ducal in their name are put into your hand.
Lore: "Up and At em Boys! Muster in the Courtyard!" - Fred, Royal Sargent

Swift Retribution:
Uncommon
Cost: 3 Order
Effect: Target unit gets Counter (If unit is not destroyed by an attack, unit makes an immediate attack)
Lore: Justice is Swift

Decay:
Death Fog:
Uncommon
Cost: 4 Decay
Effect: All creatures (both yours and opponents) are poisoned for 3 rounds
Lore: The Ilmire often spews out horrid fumes, and they care not whether friend or foe.

Treacherous Path:
Rare
Cost: 4 Decay
Effect: Until the start of your next turn, any unit whose countdown is or becomes 0 has their countdown reset.
Lore: It is easy to become lost in the bogs and tangles that make up the Ilmire. It is even easier to become trapped forever.

Deatheater:
Common
Cost: 2 Decay
Effect: Enchant target Creature. Each time another creature dies next to target creature, increase target creatures countdown by 1, and increase health and defense by 1
Lore: "I Feast!" - Klim, Deatheater

Growth:
Born of the Wild:
Uncommon
Cost: 4 Growth
Effect: Target creature gets +1 attack and has it's countdown decreased by 1, and it's subtype changed to Beast
Lore: Stories abound of those raised by wolves, and of those who think they are wolves.

Barkskin:
Common
Cost: 2 Growth
Effect: Target creature gets Armor 1
Lore: "Hey there tree, mind lending me some protection?" - Yuta, Kinfolk Ranger

Forest Sanctuary:
Rare
Cost: 8 Growth
Effects: All of your units gain +2 Health
Lore: "The sacred places give strength to my people" - Julete, Kinfold Shaman

Energy:
Desert Wind:
Common
Cost: 3 Energy
Effect: All units (both yours and opponents) have their countdown increased by 1
Lore: The wind ever blows across the desert sands.

Sunlight:
Rare
Cost: 4 Energy
Effect: Your opponent reveals his/her hand to you, and then you reveal your hand to your opponent.
Lore: Nothing can hide under the light of the Sun.

Counter Volley:
Uncommon
Cost: 3 Energy
Effect: All of your units with Ranged or Lobber have Counter until the end of your opponents turn (If unit is not destroyed by an attack, unit makes an immediate attack).
Lore: "Blast It! That Tribesman shot me! It wasn't his turn!" - Charles, Ducal Spearman, Meta enthusiast

My submissions. tried to do one of each rarity for each resource.
ZorkdorkFri 25 Oct, 2013 4:33 PM
First Aid Kit
Cost: 2 Order
Enchantment
Description: Target creature with cost 3 or less no longer attacks but instead heals adjacent creatures by 1 at the start of each turn.

Shocking Discipline
Cost: 3 Order
Spell
Description: Deal 4 damage to target creature you control. Creatures you control gain armor 2 until the start of your next turn.
GrimwindFri 25 Oct, 2013 4:35 PM
Hunters Mantle
Growth
Type: Enchantment
Description: Target creatures attack and health are changed to 3.

Beast Heart
Growth
Type: Enchantment
Description: Enchanted creature gains subtype Beast and gets +1 attack for each Beast you control.

Natures Veil
Growth
Type: Enchantment
Description: Enchanted creature cannot be targeted by spells or abilities. All attacks pass through the enchanted creature. Natures Veil is removed after attacking or using an ability.

Mind Rot
Decay
Type: Enchantment
Description: Whenever attempting to move enchanted unit, it moves to a random direction instead.

Inspiring Aura
Order
Type: Enchantment
Description: Creatures around enchanted creature gain +1 health.

Energy Pack
Energy
Type: Enchantment
Description: When Energy Pack comes into play, reduce target units countdown to 0. Its base countdown is increased by 1.
TrufastFri 25 Oct, 2013 4:47 PM
Only decay for now;

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HERRYAMAMOTOFri 25 Oct, 2013 4:56 PM
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Just some ideas I have that I think would contribute to a slow paced energy deck
SteelNeuronFri 25 Oct, 2013 4:56 PM
Work in progress (will have the 12 eventually).

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EXPLANATION: I put this one in the forefront because it's the one I like the most! I think there are some interesting mechanics and decisions behind this scroll. It's an undercosted removal, really aggressive, but it then changes hands! Your opponent may choose to sacrifice it for his own gain, but maybe (even if he doesn't play energy) he might consider getting 1 energy resource and throwing it back at you, and the cycle starts again. (It is implied that, even if your opponent has no Energy cards in his deck, he would be able to sacrifice for Energy the very moment he draws a Faulty Boomerang).

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EXPLANATION: Structures are chosen at random (after the first target). You can cast it on an isolated structure and the effect will only be 1 CD reduction. The idea is, obviously, to set up cool rube-goldberg chain reactions. Also, sorry for the pun in the name!

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EXPLANATION: Triggers a mini combat phase in which only the target enemy unit attacks. This is useful for many things: Making an enemy charge against your Spiky units, wasting a Harvester attack against your Waking Stones, triggering Ember Bonds, screwing with countdown timing... I like having a card that appears bad at first glance but can be played around to great effect.

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EXPLANATION: Does nothing by itself, but will double all enchantments that target unit is affected by. Obvious synergy with Stag heart, but also with decay cards (good to double the effect of Poison, and stuff like Uneasy Alliance).

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EXPLANATION: This is just for flavour. Imagine what sort of stuff has been going on through the night, to wake up in such a disastrous state!

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EXPLANATION: Pretty self-explanatory, but with strong implications. A creature enchanted with Possession will simply turn around and attack whatever is behind it (creatures or idols). At best, it will be on the back row with nothing to harm (broken idol) but at worst, it can wreak havoc in a cluttered battlefield.