Quote from GumpyVonBear »
Form A on the first one has more chance of not being massively overpowered then B, but they both feel like pretty unfun forms of control. If there was a scroll that stopped a player from playing anything, I wouldn't put it on a unit
I think you're right that this would be taking away a big part of the fun by (drastically) limiting the strategies of one or both players.
(Interesting question: Since limiting the options of your opponent is a big part of any strategic game, how much is too much?)
If a looping (Countdown) or constant effect (no Countdown) is the reason you wouldn't put it on a unit I suppose it could be a "when played" effect, like Sister of the Fox, but then you're right and it might as well be a Spell.
How abut having a structure that only disrupt Spell effects on the row it is on? Though, preventing direct effects (Burn, Thunder Surge) would probably be (a lot) easier to program than nullifying indirect effects (Quake, God Hand), limiting the usefulness somewhat.
The problem I am facing is that the game offers no mechanics for dirupting Spells as they are cast, since you can't play any scrolls during your opponent's turn. The best alternative I can think of is something like the trap-system in Yu-Gi-Oh. Only, instead of specialized trap cards it would be units or enchantments that disrupt the next Spell your opponent plays. That's hard to fit in though, since your opponent can see exactly what cards you're playing, and any attempt I can think of to obscure it would require new mechanics, which I do not consider an option.
What merit do you see in a Scroll that disrupts the next Spell your opponent plays, if your opponent knows that it will disrupt it?
Do you think the game should even have this feature (Spell disruption)?