Welcome to the first stage of the Scrolls Academy!
Now that you’ve completed the tutorials, and maybe played a few games with your first deck, you’ll probably want to know more about what a Collectible Card Game (CCG) like Scrolls entails and how to improve your knowledge and skill as a Caller.
This game is more than simply the board and single cards being played, it’s about aggression and control, tactics and strategies, synergies and opposites. Each part of the guide below allows you to click on the image or keyword and you will be presented with videos, articles, and guides detailing that subject.
Mulligan: This is when you decide to discard and redraw all of your opening hand as you are unhappy with what you drew.
Sacrifice: Each turn, a player must decide whether to sacrifice one of the scrolls in his hand for either a single unit of resource, or to draw two more scrolls from the deck.
Placement & Positioning: Positioning is an important aspect of Scrolls. Most units attack in a straight line, and there are many effects that work on adjacent units. Mastering the art of positioning will give you a huge advantage over your opponents.
Action Priority: It is important to understand the priority of the actions that are available to you each turn. While sacrificing should almost always be the first action of your turn, understanding when to play scrolls, move creatures or cast spells will allow for effective and efficient turns.
Card Advantage: Aside from Resources, the number of cards you have in your hand is the other commonly tracked statistic. Cards that give you "card advantage" are those that remove, kill or discard two of your opponents cards at the cost of only one of your cards. Card draw is another form of card advantage; a card that replaces itself with another card has good card advantage
Synergy: This can refer to two or more cards that do something together. sometimes used interchangeably with synergy it is however more often reserved for when talking about game-changing power. also can refer to the archetype where you build the deck around assembling the parts of one combo.
Deck Archetypes: A good deck is constructed to accomplish a certain goal. Each of these goals match a deck archetype: Aggro decks are great at pressuring your opponent early on, Control decks allow you to control the pace of the game until you can finish, Combo decks rely on certain scroll combinations to become extremely efficient, etc. Knowing which archetype is good for which play style will make it easy and fun to construct your own deck.
Deck Builder: In Scrolls, you can construct your own deck out of scrolls you have unlocked. The deck builder is the tool to do so - however, it may seem a bit confusing for newer players. Knowing about all the features and options the deck builder offers can make the your deck construction a lot easier.
Constructed: This is a game mode where you play with a deck you have constructed, contrary to modes such as Judgement.
Judgement: In Judgement, you do not play with a deck you have constructed beforehand, but you choose out of a selection of random scrolls until you have 45. This mode tests your abilites to think outside the box and create efficient decks with a limited pool of scrolls to choose from. Understanding which scrolls are great picks in Judgement and when to pick what will make your Judgement runs much more successful.
Which should you sacrifice for in the early stages of the game?
How to deal with the hard trials in Scrolls when you have a small library.