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Mojang's Scrolls Design Competition #3
Author: Zylus
Date: Fri 2 Jan, 2015 7:50 PM Views: 35864

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



We are pround to announce the third official Scrolls Design Competition supported by Mojang, the developers of Scrolls! In this contest you will be able to bring your most favourite ideas for scrolls to life - if the jury likes them, 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 a full copy of 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 spells and enchantments. Structures and creatures will not be judged this time.

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, for example.

It is now a requirement to use the Scrollsguide Scroll Designer. Submissions that were not created using this tool can 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

Judging will be done by Mojang only. A few developers from Mojang will look through all of your submissions and select 4 winners (1 from each resource) as well as 2 runner-ups per resource.

The submission process will last from now until January 18th 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 that one 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 the 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
HutchhoganFri 2 Jan, 2015 8:01 PM
No structures? That's disappointing, but yay for community design!

Is there a theme for the next set yet?

EDIT

@Zylus - Thanks, sorry will do

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Yes, you read that right. Relentless.

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siRisaccFri 2 Jan, 2015 8:03 PM
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Heroic Act is a "Battlefield Promotion" type of scroll. I thought calling it strictly battlefield Promotion, but that would just look tacky. Plus, the way you get a Battlefield promotion is though a Heroic Act!

The enchantment itself has no immediate effects, but it is quite powerful when used with good positioning. Because it is not immediate I think a 2 cost is fair... plus you can play around it... I think a 1 cost would be too little... maybe it needs draw too...
SquiddyFri 2 Jan, 2015 8:26 PM
In-game username: Squiddy

:energyEnergy:energy


Surgeomancy


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Explanation:


This scroll will slightly buff current and potential future "weaker" surge spells, since they nearly double their effectiveness while being less effective when combined with more expensive Surge spells such as Sudden Eruption. With a 1-cost Energy Surge spell though, like vicious strike, you're getting back enough Energy to make the casting of this spell worthwhile.

Art:
Dude bouncing electricity magic between his hands, or between two mirrors. Basically, the art I found.



:decay Decay :decay


Blade Army


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Explanation:

This allows you to summon what is essentially an Army of Blade husks (if left long enough.) Your opponent can either try to remove it the moment they can, only giving the Decay player one or two Blade Husks, or they can bide their time in an attempt to prepare a counter play against it such as Quake and Thunder Surge. Make no mistake, this is a powerful scroll, that will become a ticking bomb if your opponent doesn't run anti-Lingering spells.

This is also the first Linger spell to have an ability button.

Art:

A bunch of Blade Husk blades stretching up from the ground.



:orderOrder:order


Battlefield Scavenging
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Explanation:
Order has such strong Spell synergies that their enchantments have kinda gone to the wayside. As such, I see this as an opportunity to enhance their enchantment playstyles a bit, by kinda countering one of the weaknesses of enchantments - that their value are removed immediately as the unit they're attached to is removed.

Art:
A battlefield with weapons strewn across it, and a militia member of the Empire picking one sword up.



:growthGrowth:growth


Dryadic Boon


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Explanation:
This is an anti-enchantment tool for Growth, which can be used in multiple ways, such as for example a Pushback like pseudo-removal enchantment on your opponent unit, or bouncing back a Haste unit or damaged unit. Of course, it might have unpredictable consequences and lead to your unit getting put in your hand when you want it on the board.
Art:
A glowing aura that a Druid is casting on a Kinfolk.

danatron1Fri 2 Jan, 2015 8:41 PM
:energy Energy

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Harsh Sandstorm
This spell uses the hand unlike any other scroll in existence, and rewards holding onto it for extended periods of time. Alone, it's just s frost gale that doesn't hurt you, with 2, you're getting value, and with all 3 in your hand, you get the power from it you want. Also, this is a 5 cost energy scroll, that should be an instant win Kappa

:decay Decay
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Strke Siphon
This scroll does what decay does best, be evil; it allows you to leech the attack force out of your opponent, and glue it to one of your own units. It is another unique but yet still very fitting scroll for decay, and you'll always be getting value out of it. We need more scrolls that target more than 1 unit, I know you can do it, thanks to tempo theft existing, so get on it! :p

:growth Growth
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Bloodlust
While the explanation is long, the idea behind what it produces isn't. You can a large attack buff and relentless, and as you use that, it slowly diminishes, and once the it's destroyed 3 units with it, it loses the relentless. Would fit very well into aggressive decks, as you don't lose the buff if you keep attacking idols. It works well thematically and proves that angering a kinfolk is a death wish.

:order Order
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Spirit Smite
Easily the most complex scroll I've come up with, as it works so deeply with mind games, it's insane. When you play this scroll, the opponent could see when you played it, but not where. It could scare them into not playing or moving that turn, it could ensure you that the ideal storm runner spot is deadly, it could force your opponent to play their units in unpredictable locations to avoid being hit by it. The amount of mind games and depth in this scroll would add much more strategy to any game involving the thing. It also rewards prediction, good players who can predict where the opponent will play/move their most valuable units get value out of this, and I really believe the game needs to reward prediction more, such strategy, very fun, much wow.
(also the mortar-like hit from the heavens will occur at the end of the turn before the unit attacks, rather than after, but mojang can adjust that for balance if they wish)
PeeFuuFri 2 Jan, 2015 8:42 PM
:decay:decay:decay:decay Poison decks back in business? :decay:decay:decay:decay

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:growth:growth:growth:growth Early-game high-risk high-reward ramp-enchant! :growth:growth:growth:growth

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:order:order:order:order Fetch those champions! :order:order:order:order

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("Unique" right now is trait not a type, hope this scroll is still technically possible to make. Also note that this scroll right now will just fetch the 8 unique creatures. But if in the future unique Spells, Enchants etc will be added to the game those will also be targeted.)

:energy:energy:energy:energy Need some more kabonk in your life? :energy:energy:energy:energy

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fdagpigjFri 2 Jan, 2015 8:46 PM
I don't own any of the pictures I used.

Pics in spoiler so they don't take too much space. Why doesn't everyone do this?
Spoiler: [show]
RadiantUnicornFri 2 Jan, 2015 8:48 PM
Soo here is/are my submission/s. Massive Walls of Text incoming, but its not obligatory to read them ;)

1. :decay Ilmire Sanctuary :decay



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I tried to make a lingering spell that really affects both sides of the board in the same way while still creating an advantage for the faction that is using it. (most of the existing ones only give an advantage for specific types of scrolls or only effect one side). This approach is also used for my growth submission.

The only thing that can still kill creatures while this scroll are active death effects (slayer, damning curse, dust runner, fertile soil, necrogeddon etc). Most of these effects are based in the decay faction (this is an obvious synergy). An other synergy relies on things like harversters, watcher and rot eaters going off when Ilmire Sanctuary leaves play.

Its also something "new", but does not introduce a new trait (I think a massive amout of traits can confuse new players)

2. :growth Vaettr's Glade :growth




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This one seems simple, but it creates advantages against decks that growth can struggle with and has synergy within its own faction, only by changing the damage type. The effect for warded units is just a bonus.

For a growth player it can be really hard to win against decks with armored units (gallant defender, wings shield, Tempest Reaver and some automatons), especially late game order. By converting physical combat damage into magical damage armor is easily bypassed.

Curse can hurt, and bloodline taint is still strong against themed decks (i.e. beasts). Curse is also bypassed by making damage magical.

Lastly, growth has many units that deal pure damage to themself (vengeful vaettr, earthborn mystic, wildling). With Vaettrs Glade you can potentially cast magic armor or ward on them to negate that damage.


3. :order Banner of Unity :order



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Do NOT use this against energy! This one is really powerful and I don't know if I should increase the cost.

You can cast this on Reloras, Wings Captain, Honorable General, Knight seargeant, Vanguard etc. to make their effects affect your entire board OR you cast this on, lets say, a skirmisher to make all of the above effects affect him, no matter where he is. Also useable to give eternal sword to a specific target of your choice.

The downside is that it is easy to ged rid of. Just destroy the enchanted unit or play unbind, purification, wings sorceress. Also Thunder Surge is an obvious counter.


4. :energy Essence Eradication :energy

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A high cost high reward scroll. At the very least you give the enemy dominion and bring him one step closer to winning the game. On the other hand this scroll has the potential to wipe three strong enemy units off the board.

It does not include RNG, but relies on positioning (I don't like Sudden Eruption for doing the opposite). It also speeds up the game a bit, wich some people might appreciate.
lazugodFri 2 Jan, 2015 8:56 PM

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:energyReforged Mold:

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:growthEarly Bird:

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:decayPetrified Mind:

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:orderCompanion's Locket:

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k1110nFri 2 Jan, 2015 8:58 PM
I've gone through every single submission I made and tried to balance/rework them as much as I could after being told that they seemed a bit out of place.

| :decayDecay:decay |


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Change-log:


1.Added an on death effect, added lore text
2.Removed death effect, added new 'lightning rod' effect, removed lore for explanatory text.

Explanation:


For this rework, I decided that it would probably be best to stick to the theme of the scroll which is the 'lightning rod' effect. It basically means everything is attracted to the enchanted unit and it absorbs anything nearby, but also pushed it away from itself into the ground. It could be said that the actual enchantment is a bit faulty because it absorbs damage like it's supposed to, but also distributes a portion of it to all other allies (which is what I envisioned it should do, but maybe it's better if it did damage to all other units since then it could be played on your own units as meat shields).

| :energyEnergy:energy |


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Change-log:


1.Scrapped the idea of a board wide piercing spell
2.Added a bit more clarity to a mechanic on the scroll
3.Reworked to now give a lot of scrolls to you at once, but a lot of scrolls to your opponent over time, added lore text, changed name from Time Delay to Time Paradox.

Explanation:


After thinking it over, I realized that giving tons of scrolls at any point in the game to energy gives them immense power. So I decided it would be best to also give the opponent a tempo advantage while energy got the huge card advantage. Energy also has the most explosive scrolls in the game, so giving them scrolls without having to work for it seemed a bit unfair for the opponent. Now it's a huge sacrifice to make a huge investment on a lot of scrolls that may never reach the player's hand, if the opponent takes advantage of their increased tempo.

| :orderOrder:order |


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Change-log:


1. Increased the cost to three, reworded the text, added the resonance effect.
2. Increased the cost to four, reworked the non-resonance text.

Explanation:


I wanted this scroll to originally promote the self-sacrifice sub-faction that order has had going on for a while now. After being told that my original submission felt out of place (as in, it felt more like a spell), I sat down and re-evaluated what made the sub-faction a thing. I realized that most, if not all, of the self-sacrificing units had something to do with death or taking damage. So I decided to promote that with my reworked submission. Not only does it allow for self-sacrifice to be a thing, but it also allows for a more mid-range style of order deck that can control the board more easily through the use and re-use of enchantments.

| :growthGrowth:growth |


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Change-log:


1. Added poison and pure damage swaps, added lore text
2. Reduced cost to 3, changed poison and pure damage swaps to increased poison damage and healing pure damage, changed lore text.

Explanation:


At first, I liked the idea of having two damage types switch, then I realized it doesn't provide much benefit to many factions so I tried adding pure and poison damage swaps. After realizing how bad that actually was and a few days of thought, I came to the conclusion that making poison the strongest of damages made the most sense. So I worked on tweaking this scroll until I came to this iteration of it. I feel like it's useful in growth the most, but could be used in any faction. I would have probably submitted this scroll for a different faction if I thought otherwise. Either way, it should provide interesting plays both with a control deck and with an aggressive deck, since it's now highly versatile and enables so many different styles of decks.
FoogeFri 2 Jan, 2015 9:09 PM
In-game name : Fooge

:decay Decay Spell :

Land Of Husk
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:energy Energy Enchantement :

Tribesman Lord
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:order Order Enchantement :

Supra Shield
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:growth Growth Spell :

Wolf Pack
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OrangeeFri 2 Jan, 2015 9:10 PM
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NrpTheNinjaFri 2 Jan, 2015 9:10 PM
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Decay needs more options to deal with structures so this is basically poison for structures. It slowly spreads because structures can't move away from each other.


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I think idol healing should become a bigger part of this game. This Scroll also has an interesting dominion twist so if you are closer to winning, it will speed the process.


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I think this scroll will help lategame growth be more competitive again because right now it's almost all aggrowth. I think it fits growth's flavor and there is no card to harness the kinfolk subtype yet. Maybe it should cost 7 or 8. I wanted to make it cost enough so you couldn't really play things the same turn. So you really have only 2 turns of hasted jarls.


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Make sure you realize that this would decrease your overall Energy (the denomintar), not your "current" Energy, by 2. Playing around with Energy's flavor of well, Energy and resource manipulation, this Scroll would work for decks like MES that ramp to very high energy. You could sacrifice a bit of big turn plays for a lot more options. I don't know if 4 scrolls is enough. Maybe it should be 5.
WuxianFri 2 Jan, 2015 9:13 PM
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Might need a bit of tweaking (lingering and cost increase).
This would put bunnies at 3hp, 1cd. Bunnies would multiply every turn, but playing this spell would be really only useful if you have a bunny that currently has cd 1/0 (hence the base values of the effect). The only real use for getting a lot of bunnies is the interaction with other scrolls though (e.g. Terrene Brute, Crimson Bull, God Hand, Clandestine Orchard, Skythorn, Kinfolk Jarl, buffing it otherwise).


In my opinion the art should be a waterfall with a rainbow overtop, a few bunnies around a lake.
gaver10Fri 2 Jan, 2015 9:26 PM
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Could easily be "lose the game" but destroying each idol is more dramatic.
Scroll IGN: Gaver
SilverNightmareFri 2 Jan, 2015 9:30 PM
Energy:
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Because apparently both danatron1 and Squiddy thought this thing gives current Energy, I should mention that it does not. The scroll text clearly says Energy, not current Energy. This is a permanent ramp thing. Also, because it will pop after your turn starts, you won't have the Energy available immediately, which means this actually has a 4-turn delay.

Decay:
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I think this thing should damage your own idols first, just like Quake currently damages your board first. For the sake of fairness, you know?

Growth:
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For when the present becomes more important than the future. As a side note, I don't even know how to balance this concept.
SirIroncladFri 2 Jan, 2015 9:35 PM
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I love cheese and gimmicks, this would be my dream for a full Energy removal deck.
ugsterFri 2 Jan, 2015 9:38 PM
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flamerageFri 2 Jan, 2015 9:50 PM
In-Game name: Flamerage

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Edited for direct image linking. ~ Zylus
jstaffordFri 2 Jan, 2015 10:12 PM
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CradFri 2 Jan, 2015 10:15 PM
New Keyword Introduced: Delayed X - Effects that are applied after X rounds.

eg. Potion of Resistance: *Delayed 3: Remove this Enchantment. Damage dealt to enchanted unit is reduced to 1.

Opens up the possibility for effects to affect Delayed scrolls specifically (double all delays; delays trigger instantly; etcetera).

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BelsagaFri 2 Jan, 2015 10:45 PM
Using this will help against armor units in mid and late game.

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KeksmaniaFri 2 Jan, 2015 10:51 PM
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davidslainFri 2 Jan, 2015 10:57 PM

Well, here we go.

:order:order:order

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:energy:energy:energy

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:decay:decay:decay

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Edited to delete creature submission. ~ Zylus
VsweFri 2 Jan, 2015 10:58 PM
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