Visit the forums Visit the wiki
Mojang's Scrolls Design Competition #2
Author: Zylus
Date: Sun 9 Mar, 2014 8:48 PM Views: 15059

Image




:growth :order Greetings, fellow scrolldiers! :energy:decay


Today we are announcing the second Scrolls Design Competition in collaboration with Mojang themselves! We want you, yes, you right here, to submit your best ideas for new scrolls - if they are judged well, they might even make it into the game!

In case this sparked your interest, here are the full details & rules for the competition:

Submitting

If you own the game, you can compete! For identification purposes, please either add your ingame name to your Scrollsguide profile page or simply to your submission.

For this contest, we will only be accepting structures, spells and enchantments. Sorry about your presumably great ideas for creatures, but those have to wait for now.

You may submit up to 4 scrolls, with a maximum of 1 per resource. So you might submit one for each faction; or only a growth scroll; but not two energy scrolls.

We have changed our rules a bit so it is now a requirement to use the Scrollsguide Scroll Designer. Submissions that were not created using this tool will unfortunately not be judged.

While adding a nice piece of artwork might draw attention to your submission, it is absolutely no requirement. Submissions will be judged no matter the art.

Judging

This time, judging will be done by Mojang themselves only. A few developers from Mojang will look through all of your submissions and select 4 winners - one from each resource. They might also choose a few runner-up submissions, but that is entirely up to them.

The submission process will last from now until Sunday, 23.3. at 18:00 GMT. Until then, you have time to tinker around with your submissions - think about them them, submit them, think about them some more, edit your post - your submissions will only be judged once the deadline has been reached, so you have enough space to edit some embarrassing typo. :)

Your submissions will be judged on different parts. You might want to impress with a totally new, innovative mechanic, but you may as well take an interesting twist on an existing one. Try to fit your scroll to the Scrolls lore, that can only help!

Prizes

Now on to the most important part: the prizes!
The winning submissions (one for each faction) will be implemented into the game*!
Both the winners and possible runner-ups will also receive a special avatar head!

Many thanks to Mojang for providing these prizes to the competition :)


Now go out and be creative! Good luck and thanks for participating!

Mojang & The SG team

P.S.: For the sake of simplicity, please only post submissions here. If you wish to discuss this competition or its submissions, please refer to the discussion thread here. Also, please keep all of your entries in a single post. Thanks!

*Disclaimer: Winning scrolls may be changed by Mojang. Artwork for scrolls is redrawn by Mojang artists.
Comments
davidslainSun 9 Mar, 2014 9:05 PM

Image
Just to clarify: The rats enter play with Poison, as in, they take one damage at the beginning of their controller's turn. The surge keyword is there because this scroll is not meant to be used in conjunction with other decay scrolls. The effect does not change with the surge value.

Image

Image

HutchhoganSun 9 Mar, 2014 9:09 PM
Image

The idea with this scroll is a mechanic that uses the tile system to create a new effect. Hopefully you like it.

Image

Image

Image
EntropicmasterSun 9 Mar, 2014 9:10 PM
Yay! I'm so excited!

Well here we go:

:energy Energy :energy


Image



:order Order :order


Image



:growth Growth :growth


Image



:decay Decay :decay


Image



Cheers and good luck everyone! :)
Ravenking
fanjostrikeSun 9 Mar, 2014 9:10 PM
Image

Image

Image

Image
SquiddySun 9 Mar, 2014 9:16 PM

:energySweeping Change:energy
Image

Explanation:
The big brother of Redesign, the fruit of Amham's continued experiments.
Art:
Wavey gesture magic.

:decayIlmire Tribute:decay
Image

Explanation:
Yes, this does mean that you can't cast spells & enchantments on opponent creatures. Still, it is a powerful ability, which is why it cost 4 decay, require a creature sacrifice (every turn if you want constant immunity, which again applies to both sides), and your structures still free as spell targets.
Art:
I'm imagining a pole with a body strapped to it, wrapped in a fabric covered with symbols. Or just a sinister looking totem. Or an altar.

:orderCovert Operations:order
Image
Explanation:
I am assuming the Emperor of Aescalon has assasins, and I think this would be a very useful damage spell that is actually in line with the design philosophy of Order - since it is about creature formation. It would allow for some interesting mind games for sure, and actually be a potentially useful "win more" or "comeback" scroll.

Art:
An assassin sneaking up behind a lone Kinfolk.

:growthSlumbering Vaettr:growth
Image
Explanation:
I kinda wanted it in line with the other vaettrs, they seem to represent the seasons and increase in cost. You got the vaettr of spring (Old vaettr), vaettr of summer (Angry new vaettr), and then this representing fall - ready to sleep as nature goes dormant, but still full of energy. I like it as a structure because then you can't fertile soil it, which means you'd have to run Nutrition, rely on your opponent to destroy it (in which case it becomes an excellent blocker), or wait until you can quake it.

Yes, that's a new sub-type, that I would like to see extended to Bitter root and Illthorn (and maybe to current vaettrs).

Art:
Similar to the one up.

LargeIcedCoffeeSun 9 Mar, 2014 9:26 PM
All are subject to change before final day!

Made updates!

:decay Decay:decay



Image



Updated ^

:energy Energy:energy



Image



New Idea ^

Couldn't fit the flavor text: "Let's go out with a bang."

:growth Growth:growth



Image



Updated

:order Order:order



Image



New Idea ^
SpiffyDrewSun 9 Mar, 2014 9:32 PM
Image

Possible cost down to 2g since it's an enchantment and not a unit.


Image




Image


Wings Ballista flavor text reads, "Pew Pew Pew!" :)
NenananasSun 9 Mar, 2014 9:35 PM
Order:order
Image
I was doubting about the cost, but in the end I chose 3, the same cost as Corrode. The movement fits Order and helps with Dominion, which is hard to achieve for Order. Might be a Displacement spell but couldn't add it, but I think it doesn't fit Displacement.
Energy:energy
Image
A scroll that can be used in many ways. Stack them and they're deadly! One is already deadly vs Multi-Resource decks. Try and put it on a Kinfolk Brave for a fun Growth/Energy deck. I wanted to create a scroll that fits the Reavers, but this is close enough.
Growth:growth
Image
Thought Growth hadn't many 5 cost resources, and except for summoning lots of creatures, I didn't really know what Growth is going for. Good in combination with Fertile Soil, Rallying and even God hand.
ZylusSun 9 Mar, 2014 9:38 PM
All of my suggestions are structures, since I feel they get a bit neglected in high ranked play. Most of them are propably slightly OP. :)

Decay :decay
Spoiler: [show]

Order :order
Spoiler: [show]

Growth :growth
Spoiler: [show]

Energy :energy
Spoiler: [show]
BlinkySun 9 Mar, 2014 9:39 PM
Image

Image

Image

Image
PrincessMononokeSun 9 Mar, 2014 9:43 PM
Image

Image

Image

Image
CleverCrumbishSun 9 Mar, 2014 9:46 PM
:growth Growth

Image

Arboreal Spirit Trap

This is a straight up resubmission from the last competition. It was my favourite of the cards I came up with and I still desperately want to see an effect that can prevent on-death traits such as that held by Loyal Darkling. The original description of this enchantment viewable on its fanart page holds true with one important caveat: since Return to Nature was changed, its new effect WOULD be interfered with by Arboreal Spirit Trap.

:order Order

Image

Truce Beacon

This is meant to be used in multi-resource decks, because idol burn damage isn't a very order-like trait, but strong structures are.

I had initially planned to add an effect whereby all friendly units on the same row had attack decreased to 0 (a debuff that fits with the flavour of the scroll) but not only was this difficult to fit on the scroll text, it made the scroll's applications more circumstantial and therefore worth less, which drove down the reasonable cost of the scroll, giving a very powerful effect to low-resources gamestates, which I felt was unbalanced.

If it's too OP the cost could be increased to 6, or the main ability could be changed to activate only on combat damage, but then I'd recommend reducing the cost to 4.

EDIT: Changed the wording of the ability so the guaranteed idol damage only activates when the countdown is 0 (so 1HKing the structure from base health will do 4 idol damage instead of 6)

:decay Decay

Hereditary Syndrome

Image

Little to say about this one. The movement reduction is intended to make it more difficult for the opponent to destroy the enchanted unit and remove the restriction. It's uncommon because of its ability to trash aggro Growth beast decks.

:energy Energy

Prototype

Image

This isn't a straight up resubmission from last time: I have edited this scroll's effect considerably. It now no longer allows the player to choose which unit is summoned or where: simply the highest cost unit in their hand at that point, regardless of faction; will be summoned on a random tile on their side. The effect of getting a high-cost unit onto the field at high risk remains the same, however, and I feel the changes better justify this scroll's low cost of 2.
NashtanirSun 9 Mar, 2014 9:46 PM
Growth:growth

Image
I wanted to have fun with the new Surge mechanic. I felt it fits really well thematically to the Growth's beasts, and here we are. Scroll picture is a painting from Alexandre-FranÁois Desportes.

Order:order
Image
Quite simple card which in my opinion fits really well to the game both mechanically and thematically. Not only it synergizes will with Order's idea of cooldown manipulation but also it gives them removal which can still be played around. Scroll picture is a painting from John Clapp.

Energy:energy
Image
* Barrage: This unit always ignores all units on the same row and attacks the idol.
I felt that Energy lacks variety of attacking structures. I also thought that nowadays Energy has so many different Tribesmen that creating a card for them could actually work. I wanted to make an aggressive card to fit the theme of most Tribesmen scrolls (Siege Cracker, Ash Runner etc.). The idea is that this structure always attacks only idols regardless of units that are in front of it. It synergizes well with Tribesmen but also works without them (note that Countdown also decreases by 1 like normally). Scroll picture was made by William Wray.

Decay:decay
Image
* Terrify: Frontmost opponent creature on the same row as this creature has its Move reduced by 1.
I wanted to go really easy on coming up with completely new mechanics since I feel it's really hard to fit them into the game both mechanically and thematically. However, I came up with this idea which I think fits really well into Scrolls' chess type gameplay. Basically the enchanted creature terrifies the frontmost opponent creature in the same row. Affected creature's Move is only reduced by 1 because I wanted to leave room for counter plays (scrolls that buff movement). Scroll picture was made by gekitsu.
AstroplatypusSun 9 Mar, 2014 9:47 PM
:order ORDER
Image

Order is all about maintaining board control through creatures. Mass health buffs fit in really, really well with this theme, as they make creatures (and mangonels) more resistant to burns, etc.
Energy is great for maintaining board control without playing scrolls. This structure also doubles as an extra resource sink for OE multi-resource decks, like Automata Forge and Solemn Giant.
The structure might look like a blacksmith standing at his anvil, kind of like Hellspitter Mortar.

:growth GROWTH
Image

Growth has no real way of avoiding Spiky right now, and this gives a counter to Order which could also help with row-clearing if you enchant a fangbear or jarl. Also, it is balanced by only working on one creature. I thought about making a totem do this, but it seemed to easily counterable and too overpowered.

:decay DECAY
Image

Decay is all about "profiting from death," both on your opponent's side and your own. Storm of Madness causes a loss for both players: a loss of scrolls for the caster and a loss of creatures AND idols for their opponent. Decay right now has no board-wipes like TS or Quake. I think that Storm of Madness fits into Decay's theme quite nicely, dealing damage to creatures but also to idols.
Also, it has synergy with various Decay draw cards, as well as anti-synergy with the regular method of playing scrolls: This way, it would be useful for some decks but not for others! Also, it's high resource cost means that it can only be played late-game. This would also help with match length, and it's really unpredictable who will win when it is played! Overall, it's a fun card.

:energy ENERGY
Image

Energy is all about gaining control through the resource ramp instead of by playing scrolls, and therefore suffers less from a smaller hand than other factions would. Smog Foundry is sort of like Totem of Fatigue: it alters the way a game is played, and can hurt both players but often is more advantageous to its controller.
One last note: the "Haste" is so that the structure actually gets its effect to go off at least once. I was very careful to make sure that it stays within range of removal such as Burn, Quake, and Kinfolk Veteran. 4 health would make this overpowered, even at 5 cost.
flamerageSun 9 Mar, 2014 9:51 PM
Hi It's me, Flamerag....
OKAY! this designer took me so much time to figure out how i apply my designed scroll into a post. So hope you enjoyed this.

Hope this is the best and final version, Thanks to Squiddy for helping me with this Scroll: http://i.imgur.com/6cTsNqt.png

It's supposed to help out countdown increase. It cost may be decrease to 4.
VitriolSun 9 Mar, 2014 9:53 PM
Image
If the Defender is Gallant, and the Partisan is Righteous, their Flag should be Valiant.
Image
Pillage should read, 'A random opponent unit is dealt 1 damage', but it wouldn't fit :/
A vague idea for what it could look like:
Spoiler: [show]

Image
Spoiler: [show]

Image
LuigisopaSun 9 Mar, 2014 9:54 PM
:energy

Image



:order

Image



:decay

Image



:growth

Image

OrangeeSun 9 Mar, 2014 10:01 PM
Order :order
Spoiler: [show]


Decay :decay
Spoiler: [show]


Energy :energy
Spoiler: [show]


Growth :growth
Spoiler: [show]
SilverNightmareSun 9 Mar, 2014 10:03 PM
Image
Image
dranreb070Sun 9 Mar, 2014 10:07 PM
place holder
VulkenhynSun 9 Mar, 2014 10:09 PM
Energy
Image

It's a little long winded but I figure that this fits with energy's resource management structure but it's also something that you want to protect because of it's propensity for damage when destroyed.
ArteriusN7Sun 9 Mar, 2014 10:13 PM

Image

*Resistance: All spell and combat damage is reduced to 1.
Maybe I should also clarify and say that relentless means the creature becomes relentless.



A form of lategame high risk high reward card which enables you to just run down your opponent. Not without a drawback though, you pay for your powerful creature with the risk of losing your idols, or weakening them enough for the opponent to finish it and your creature wonít last forever so it putís both on the clock to try and win quickly. Could make for some interesting plays. It's not invincible either, things like movment decrease, attack decrease hurt it's usefullness. If the opponent manages to nullify the attack (enchants/blockers) it's actually more of a liability than a straight up advantage and that's a part of why I like it.

Should be limited to melee only units. Also might be to good on harvesters so it's possible it might be restricted to the human subtype. To make it more balanced, also makes more sense considering the image.



Image

* Resistance 1: all spell damage is reduced by one
* Purity 1: Unit get negative curse 1 (only activates if the unit gets cursed).



Some more protection to help order maintain itís bordcontrol, since they have a hard time coming back from loss of board control it should be rather hard to lose it. This defensive scroll hopefully helps against more spell-focused decks which could wreak havoc on order formations. The inclusion of purity is to make this card also usefull against other things than energy, so more of an energy/decay defense card.

Purity works like this:

Case 1: Unit with purity 1 gets curse one, both are negated.
Case 2: unit gets curse 2, purity negates one level and the unit gets curse 1
Case 3: After getting curse 2 the unit also get's curse 1, the curse level is then set to 2 (meaning purity only works the first time the unit is cursed not on a case by case basis).



Image



Something to help growth enchant decks, since untainted wonít stop poison this could be used in conjunction with it to make the unit harder to kill. Could also be used to deal with poison, although itís a rather specific matchup card so it might be to niche.
But itís nice to have options.

Edit: Used to have a debuff which decreased attack depending on poison-level. But decided it was to much and probably didn't need such a drawback for something which would only be used in more niche decks.



Image



Something for the structure part of energy. A slight effect which can be used differently depending on the situation and some card draw makes this pretty nice I think. For instance, you could give your structure armour, increase the longevity of your statemachine (and similar structures) or keep an opponents structure from going off.

Made it 3 cost since energy usually have no problem getting into high resources and making it 2-cost seems to good.

Edit: Got some feedback and decided to remove the carddraw. Mostly because it don't really fit energy since they have the pump mechanic for saving cards. Dicided then to up the effect a bit since I also dicided that it would be fair.

Decided that the possible combo with fulmination/state machine wouldn't be overpowerd. In the case of fulmination you would basically pay 2 cards and 7 resources for an energy increase of 4 (if you play fortification the next turn). If you would have just sacced them you would have had half that, and with the previous carddraw it would have had the same effect with one less resource but it also costed one less card. Considering the loss of temp this would mean probably makes this okay though. Might be subjet to some small balancing though but I think the idea is sound.

Spoiler: [show]





Art credits:
Also feel I should credit the artist who made the art I'm using:
http://spitfire95.deviantart.com/art/Berserk-Berserker-Armor-to-Gatsu-324634488
http://guterrez.deviantart.com/art/DarkHeresy2ndEdCoverKollros-418611188
http://rustamova.deviantart.com/art/Herbs-430569493
The mojang art team for the energy scroll.
CaparotSun 9 Mar, 2014 10:15 PM
Image

Image

Image

Image
JeaneroSun 9 Mar, 2014 10:21 PM

:decay Masked Root :decay
Image

:energy Gravelock MainHut :energy
Image

:order Indemnity :order
Image

:growth Nature's Call :growth
Image