The Resources Of Scrolls, Explained!

Welcome scrolldiers old and new!Today I’m going over the resources and I’m ensuring that every one of you understands the ethos behind the deck you choose to enter the game with. I’ll share my personal thoughts on how the resource plays and the lore behind it. I will also discuss how the developers intend for the scrolls for this resource to be developed. Of course this is a fluid subject and could have changed by the next set, set 2.So now that we have the full scroll lists for set 1, excluding decay, let’s have a look at how they play.Let’s start with Bulbasaur: Growth

The way Growth is intended to work from a dev viewpoint is that growth is supposed to be aggressive and utilise the smaller weaker units for a pack mentality style of combat, with creatures that gain power over other time, based on the creatures you summon, e.g. Great wolf, Kinfolk Jarl.The weaker creatures get their staying power on the battlefield from the use of enchantments such as Bear Paw and Dryadic Power.Wolfpack!Though there are two themes of creatures in Growth, the Kinfolk and the Beasts, the biggest synergy can be found in the wolves. The Ragged Wolf can be used for early aggression and sniping weak units, the Great Wolf gains power from other wolves and has relentless. The Mangy Wolf can heal itself and lowers the countdown of all other wolves when it enters the battlefield. These three wolves cause the attacks of the wolf army to be fast, brutal, and consistent.The lore of the Growth resource, or at least what can be interpreted from art and flavour text, is that there is a gathering of people know as kinfolk who have a religious like affinity with the earth they walk on. This connection has caused a bond to be formed with the kinfolk and the creatures of the land to fight alongside them.Next up, Squirtle: Order

From a dev point of view the way in which order is meant to be designed is around the theme of military order and formations in the ranks. The resource runs with weak units that gain their buffs from being in proximity to other creatures (e.g. Honourable General, Royal Infantryman). The spells of Order are designed to control the board state with countdown increases and movement locks. The goal is to have very few creatures with ‘Enter the battlefield’ effects to encourage long term strategic planning.The main strength of the order resource is the power of the Honourable General with his mass countdown reduction, allowing for strong attacks, triggering buffs and generally wreaking havoc with the units on the ground. If Imperial Resources has been played, or if the player has sacrificed well then the resource count should be high enough for a General to hit the board and have Speed cast on it allowing for ambush attacks. One of the most important assets of the Order army is the Mangonel, the only easy way for Order to clear a large amount of the board by dropping a mangonel and casting speed to force its attack upon entering on the board. For six resources it is not a stretch to expect it on turn seven or eight.The lore of Order is more difficult to interpret than the others. My guess is that there is an empire with a king or queen who rules the forces. With good steel and well trained warriors they have created a well-trained fighting machine with no room for error. A ranking system allows their soldiers to keep lines and fight as a unit with some religious themes intertwined into certain units.Now let’s move on to Charmander: Energy

The themes of Energy from a dev point of view is to have slower units that pack a hefty punch (e.g. Iron Ogre). It will also be the biggest source of direct damage scrolls to control the board through overwhelming damage scrolls. It is also the biggest source of ranged units that can attack from their position without charging into the range of a spiky unit. (e.g. Gravelock Elder, Cannon Automaton)The strength of energy is its heft damage scrolls such as Thundersurge that can clear an entire board of weak creatures, or Violent Dispersal that will kill any unit immediately. Like Growth Energy has two groups of creatures, Automatons and Gravelocks. The big synergy between these are the Gravelocks as they are all given +1 attack and +1 health by any Gravelock Elder on the field, meaning that if you have three of them in play then your turn one Gravelock Raider can carry you through to victory. On the subject of the Gravelock there is the only scroll to have two resource synergy, the Gravelock Outcast. His ability is that you can spend one growth to return him to full health, which when three Elders are on the field will become six. Energy is also the biggest source of lobber units, (e.g. Destroyer, Catapult of Goo) units that can attack a four hex area on the board with each attack, ignoring any units that would normally block the attack. The downside of this is that they cannot damage idols and so cannot technically win you the game. You should still never underestimate the power of hitting a large area.The lore of the Energy appears to be that a collection of Machine Priests have created some sort of facility, or series of facilities for them to create their machinations of death with help from the Scattergunners and Tool Initiate’s, it is unknown however, how the Gravelocks have come to be a part of the Machine Priests army but they fight alongside the Automatons either out of fear, or respect, it is too early to say.Finally (I don’t have a starter pokemon reference for this but im going with) Ghastly: Decay

With decay we only know one thing and that is the development theme: Capatilizing on death and turning it to Decay’s advantage. Like Energy Decay will use slower units and will have less countdown reducing effects.More on this as it happens.Thanks for reading this massive post. Hopefully it will allow players to get a better read on how the resources should play, will be designed in the future and the background of these resources.