The Failed Follow-up to Minecraft: Behind the End of Scrolls
On June 29, Mojang—the creator and curator of Minecraft—announced that it was stopping active development on Scrolls, its turn-based card battler. “We won’t be adding features or sets from now on, though we are planning to keep a close eye on game balance,” reads the announcement. The game has only been officially released for six months.
“Scrolls will still be available to purchase for the time being, and our servers will run until at least July 1st, 2016. All future proceeds will go towards keeping Scrolls playable for as long as possible,” the announcement continues.
The game is still playable and very fun, but it’s clear that Scrolls is on life support. Mojang is responsible for one of the most popular games in the world, but Scrolls only has a few thousand people playing on any given day and sometimes as few as 150 at a time. What happened?

What is Scrolls?
At its core, Scrolls is a collectible trading card game, roughly similar to Magic: The Gathering. In short, you’ll open booster packs, trade cards (called “scrolls”) and build decks of creatures, spells and enchantments to battle other players. Scrolls really sets itself apart from the norm in two ways, however: resources and combat.
All card games have some sort of resource system which determines which cards you can play and when. In Magic, for example, you have “land” cards which are used to generate mana. In Blizzard’s Hearthstone, each player automatically gets one mana crystal each turn.
Here’s where Scrolls gets weird: once per turn, you’ll have the opportunity to “sacrifice” one of your cards for either one point of mana or two new cards. This presents an immediate dilemma: sacrifice for mana too often, and you’ll run out of cards; sacrifice for cards, and you won’t have the mana you need to play any of them.
From there, you have to choose which cards to burn. If you discard too many weak, early game scrolls, you may lose before you get a chance to play the expensive, powerful creatures in your deck. If you sacrifice your late game cards and focus on getting an early lead, you may run out of steam against more patient opponents. Or you could stock your deck with a few junk cards to sacrifice, but then you’re putting useless cards in your deck on purpose.
There’s more.
Every card in Scrolls belongs to one of four factions that mostly fall along your standard fantasy fault lines: Growth, Order, Energy and Decay. The Order faction, for example, focuses on armored knights that buff each other, while Decay trades in necromancy and poison. Your custom deck, however, can include any card from any faction. In multi-resource decks, not only must you sacrifice scrolls for mana, you have to choose which type of mana you want: you can’t play Growth cards with Energy mana.
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