Eclarjia
Custom Cards forum
Posted on April 16, 2020, 7:34 a.m. by Poly_raptor
Right, here’s something fun for quarantine creativity.
Anyone can join in. I came up with an idea for a set, the set is called Realms of Eclaria.
Eclaria has influences from old school fantasy, it is Tolkien-esk. The set has 7 main creature tribes:
-
Humans - these come in all colours.
-
Elves, these are predominantly & but have splashes of if they’re dark elves.
-
Dwarves, Exclusively
-
Goblins, and
-
Wizards, mainly but each colour has its own legendary Wizard.
-
Dragons, 2 to 3 colours, all must be legendary.
I also came up with some new Mechanics.
Dwarf Creature
When Dwarf Creature enters the battlefield put a mine counter on target mountain.
Mountains with mine counters on them have “ sacrifice this mountain; create two treasure tokens.
I had a similar idea for Humans putting Battlement counters on lands that could turn them into 0/* defender, toughness depending on amount of counters on said land or higher toughness granted by different creatures.
And the other idea I had was Nest counters, from goblins, allowing lands to put 1/1 goblin tokens into play.
An example would be “Quest for the dragon’s hoard”
Legendary Enchantment
Costing 5 mana, let’s say
Put a quest counter on up to 3 creatures you control.
Destroy target creature an opponent controls with the highest or highest tied power, that opponent then creates treasure tokens where is the sacrifices creatures power.
Whenever a creature you control with a quest counter deals damage to an opponent, gain control of target treasure token that opponent controls.
These are just a few ideas, I’ll come Up with more and post them in here, if anyone wants to join in then feel free :)
Poly_raptor says... #3
Definitely up for new names, tbh I just did a random name generator on google haha.
April 16, 2020 9:25 a.m.
Magnanimous says... #4
The quest counter mechanic is fine, but I felt like it put me into a hole because I wanted to do a variety of things with them but couldn't for flavor reasons. Perhaps a renaming is in order? Anyways, here are two attempts:
Talisman of Persuasion {G}
Artifact
Put a Quest counter on target Human.
Tap 2 creatures with Quest counters on them and gain control of target creature with power 2 or less until end of turn.
And a flavorful interpretation of quests that is mechanically less interesting.
Quest for the Vale {1BR}
Enchantment
When a creature you control deals combat damage to target player, if that player has no creatures in play you may gain control of target land he or she controls.
Flavor Text: something about Orcs/Dragons/Goblins invading.
April 16, 2020 9:41 a.m.
Poly_raptor says... #5
Yes, the quest mechanic was more flavour than anything else really and I agree that the more flavourful the less interesting it is, could be scrapped entirely.
It could be done in a similar way to the adventure mechanic except it targets creatures already in play.
Sorcery (insert flavourful name)
Exile target creature you control and put two quest counters on it.
When that creature returns to the battlefield create 3 Treasure tokens.
(At the beginning of each end step remove a quest counter from each exiled permanent you control with a quest counter on it) which would make creatures with quest counters on them similar to suspended creatures.
And then there could be cards that add or remove these counters as well
April 16, 2020 10:09 a.m.
Poly_raptor says... #6
Woodland Crafter
Creature - Elf Scout
Reach
When Woodland Crafter enters the battlefield put a maze counter on up to three different forest you control.
Forests you control with maze counters on them have “remove a maze counter from this forest, remove target attacking creature from combat”
2/4
April 16, 2020 2:09 p.m.
JANKYARD_DOG says... #7
Which races are good/evil/or neutral even? I have a feeling the goblins are up to no good, the humans you can never tell, the dwarves probably just want to be left alone in their mountain but someone keeps ringing the doorbell, dragons are dragons... in it for themselves, and elves.. you say 'unless dark' so I'm assuming there are 2 sides to that story.
As for abilities: perhaps Quest could be an action as opposed to the accrual of counters. For instance; "Quest - When you/creature/spell takes X action, do something neat."
Land counters of different types seem like a great idea. I think interactions should be card based though. So a permanant card would read something like "when X enters (or a cost is paid?) put a 'specific land counter' on target land." Then "Land with 'specific land counters' have 'special ability'." Why you ask? This prevents the need for counter removal and allows for the use of normal permanant removal spells. I believe it would save room and design space overall... could be wrong but my 2 cents and all.
If you go the Quest counter route and the land counter route what sort of interaction will you have with counters overall? Proliferate? Or just cards that add/remove counters from permanants? Other?.
April 16, 2020 3:04 p.m.
Poly_raptor says... #8
I was think not necessarily tribes being good or evil but more so colour pairings, classic theme of being a good colour being evil.
The humans in or were good with and humans being more like savages.
Goblins would be bad, they would serve the evil dragons. There aren’t really good dragons, just evil or indifferent. Maybe the dragons were forced out of their land years ago and a certain dragon has decided to amass an army of goblins to attack and try to win back their home.
The dwarves would be wanting to be left alone, but maybe they were the first to be attacked by the goblins and dragons.
Elves would be both good and bad, but would act selfishly. What’s best for them comes first.
I think proliferate would be included depending on the amount of different counters used. So far there would be:
-
+1 counters
-
Land counters
-
Quest counters (running with the idea of exiling creatures, putting quest counters on them and then removing one each turn, when it gets to 0 they come back and you get something)
April 16, 2020 3:27 p.m.
I don't see why you couldn't just do a cycle of the Quest cards from Zendikar but with some fantasy flavor, e.g.:
Through the Mines
Enchantment
Whenever one of your creatures becomes tapped, put a quest counter on Through the Mines.
Remove nine quest counters from Through the Mines and sacrifice it: Create an 8/8 red Troll creature token.
Also, why not Kithkin instead of humans?? :)
April 16, 2020 3:48 p.m. Edited.
Poly_raptor says... #10
That’s a great idea! I’d definitely have something like that in.
We could have Kithkin and Humans. I think it would need humans though. Don’t know why
April 16, 2020 3:51 p.m.
Poly_raptor says... #12
The different realms and a brief lore of Eclarjia (I’m so bored in the quarantine)
Eriwall is one of the great strongholds made by the humans of Eclarija. It is a governed state, with an elected leader. The current leader, Eprix, the Wise (definitely a wizard, colours, would have some ability about looking at tops of libraries) has been in power for decades. I’m pretty sure he’s a bad guy, not a really bad guy but just doesn’t care about anything outside of his walls.
Scattered down the red cliff side there are handful of small mining & fishing towns, with the biggest town, Ormont, being at the bottom of the summit. These towns send their produce to the great halls of Eriwall and feel that they get little in return. Food and resources are scarce and the attitude towards Eriwall is bitter. The main occupiers of these small towns are Humans who work as fisherman and lone Dwarves who came looking for mining work.
Open to changes of all names, just used a random name generator on google.
April 16, 2020 5:03 p.m.
Magnanimous says... #13
Poly_raptor what about this type of thing for the quest mechanic:
Erian Dragonslayer {2W}
Creature - Human
{T}: Deal 2 damage to target creature with flying
~ enters the battlefield with 4 quest counters on it.
Whenever ~ deals damage to a creature with flying, remove a quest counter from it and put a Treasure token onto the battlefield.
On names: I've come around on Eclaria and I'm happy if you keep it, it is your idea after all.
April 16, 2020 7:56 p.m.
JANKYARD_DOG says... #14
Eprix, the Wise
Legendary Creature - Human Wizard Noble
Hexproof
Whenever you put a counter on a land you may look at target players hand and or the top card of that players library.
: Put a Battlement counter on target land you control. (Insert rules text once decided)
' I see all atop these walls of mine; and yet you seek to Usurp me?! Ha!' - Eprix to Edric
3/3
How's this for your leader? Now how about the (would be?) Usurper (just an idea I had for a part of the story).
Edric, Illegitimate Heir
Legendary Creature - Human Knight
First Strike, Haste
Skulk (this creature cannot be blocked by creatures with greater power)
Sacrifice another creature: ~ gains deathtouch until end of turn.
All I need is to get close to him. That's where you come in friend...
3/2
Whether the second character succeeds or exists at all is totally your choice. Just throwing it out there as an extra. Could instead be an actual known heir and mono white... still hopeful to do better in the seat of power.
April 16, 2020 9:19 p.m.
MindAblaze says... #15
Breach from Below
Sorcery
Destroy target land with a counter on it. Create two 1/1 red goblin creature tokens.
April 17, 2020 12:12 a.m.
MindAblaze says... #16
Delve Too Deep
Enchantment
Creatures you control gain +1/+0, haste, and attack each turn if able.
Whenever a creature you control attacks, put a quest counter on ~.
When Delve Too Deep has 6 Quest counters on it, sacrifice it. Target opponent puts a 5/5 black demon token with flying on the battlefield.
April 17, 2020 12:20 a.m. Edited.
Poly_raptor says... #17
Funkydiscogod there’s definitely room for the undead, but they’d have to be undead because their bodies had been reanimated by dark magic, maybe another wizard who is learning magic from the dragons.
Magnanimous I do like that, it works well and is quite flavourful. What do you think about the idea of exiling creatures with quest counters, then once they have no counters on them they come back and you get a triggered/etb ability?similiar to the adventure mechanic flavourfully?
Mj3913 yes, that’s awesome! My only thought is to make Edric or mono , instead of an heir he could just be a significant figure from Ormont.
MindAblaze love both of those, they’re great.
April 17, 2020 3:27 a.m.
Poly_raptor says... #18
Some interesting creatures
Creature-Human Soldier
When Eriwall tactician enters the battlefield put a battlement counter on target land you control.
Lands you control with battlement counters on them have put a 1/1 human soldier token with vigilance on to the battlefield, activate this ability only any time you could cast a sorcery
3/3
Eprix’s Advisors
Creature - Human Advisor
When Eprix’s Advisors enter the battlefield scry 3, then draw a card.
Only the wisest of men were allowed a seat in the governing halls of Eriwall
2/2
Esterpine Elves
Creature - Elf
add to your mana pool. If you control a Forest with a Maze counter on it add or
1/1
Afamrail, Lord of the Woodland Realm
Legendary creature - Elf
When Afamrail, Lord of the woodland realm enters the battlefield put a maze counter on up to 2 lands you control.
Afamrail can only attack if you control a land with a maze counter on it.
Remove a maze counter for a land you control, remove target attacking creature from combat.
Afamrail has no concern outside his borders, he is of no concern to me - Eprix
5/5
Orinia, voice of Esterpine
Legendary creature - Faerie
Flying
Gain control of target creature an opponent controls until Orinia, Voice of Esterpine leaves the battlefield or you control no lands with Maze counters on them.
Activate this ability only if you control a land with a maze counter in it.
There is a wonder in the woods, those who have gone deep into the Pines have never come back
2/2
April 17, 2020 4:13 a.m.
Poly_raptor says... #19
Update on setting and more in depth lore. Update on final mechanics and themes of the set.
Eprix, grand master of Eriwall sits in his high chambers, watching over his city. He has heard the protests of the people of Ormont, he has seen the rise of their new leader, Edric: but this is of no real concern, the commoners from the towns below hold no real threat to the mighty walls of Eriwall.
Eprix knows all, he is a wizard after all and has held his seat as the head of the council of Eriwall for 75 years. There are more concerning matters at hand than the fishing town below. There are rumours of an awakened doom in the north, and a necromancer. Dwarves have been coming, scattered like seeds, down from the northern mountains, some have settled on the outlands of the great forest, others have ventured down to the coast where they have begun to mine the scarlet cliffs. Something has forced the dwarves from their dwellings in the mountains. Eprix has lost contact with the Elven realms of Esterpine, not that he needs much information from those tree lovers. Their minds have been warped by the magic in those woods.
Afamrail, Lord of the woodland realms, has closed the borders of the Elven kingdom and has hidden his people within the magic of the forest, leaving its wildlife to roam and spread unchecked. He too has heard rumours, the trees whisper to each other, there is nothing that their ancient roots don’t hear or feel in the land. The western side of the forest is turning to ash, it’s trees are dry, their bark split. The west of Esterpine reaches around the feet of the black mountains, which have lain dormant for generations. Camps of savage men have sprung up in these woods, upturning trees and burning the land around them, they were once men on Eriwall but were cast out for their crimes. Black clouds surround the mountainous regions now, the dwarves of these mountains dug deep, hungry for gold and jewels, not heeding the warnings of Afamrail, now something has stirred in the north, the ground shakes and the storms now carry more than just lightning. The great fire drakes of the north are awake.
-
human
-
elf
-
goblin
-
dwarf
-
dragon
There will also be treasure tokens.
Creatures can go on Quests. They will have an activated ability that exiles them and returns them triggering an ETB. See example here:
Esterpine Scout
Creature - Elf Scout
Quest- - Exile Esterpine Scout at the beginning of your next endstep, return it to battlefield at the beginning of you next upkeep.
Quest only any time you could cast a sorcery.
When Esterpine scout enters the battlefield, if it entered from exile, look at top 3 cards of your library. You may reveal a land or creature card from among them and put it into your hand. Put the rest of the cards on the bottom of your library in a random order.
”These woods are ever changing, there is always knew information we can learn” - Afamrail
1/1 ———————————————————
Quest Counters will be used as they were in Zendikar, but the cards will have more flavourful effects.
-
Battlement counters
-
Mine counters
-
Maze counters
-
Nest counters
Different creatures will give lands with counters on them different activated abilities. Other creatures will have activated abilities they can only activate if you have a land with a counter on it and other creature will remove counters from lands.
“If this creature isn’t legendary put a hero counter on it and it becomes legendary”
Legendary creature - Human Noble Wizard
Hexproof
At the beginning of each opponents upkeep that player reveals their hand.
At the beginning of your end step you may look at the top card of target players library, if you do you may put that card on the bottom of that library.
Do not try to fool me, I see everything that goes in and out of these walls!
1/4 ———————————————————
Edric, Champion of Ormont
Legendary creature - Human
Quest Exile Edric, Champion of Orfont at the beginning of your next endstep and return it to play at the beginning of your next upkeep.
When Edric, Champion of Ormont enters the battlefield, if it entered from Exile you may search your library for an equipment card and attach to Edric, if you search your library this way shuffle it. Then create 3 treasure tokens.
2/2 ———————————————————
Ormont Harbour
Legendary Land - Island / mountain
Orthont Harbour enters the battlefield tapped.
add or
When Ormont Harbour enters the battlefield put a battlement counter on another target land you control.
Lands you control with counters on them have add one mana of any colour to your mana pool.
The murky waters of Orthont contain more life than you would believe ———————————————————
Castle Eriwall
Legendary Artifact
Castle Eriwall enter the battlefield tapped.
When Castle Eriwall enters the battlefield put a battlement counter on each plains you control.
add
until end of turn lands you control with battlement counters on them become 0/4 defenders with reach, they are still lands. ———————————————————
Seeing Stones
Artifact
look at the top card of target library, you may put that card onto the bottom of that library.
The Wizarding Stones are not toys, no common man should dare let them search his soul
—————————————————————————-
Shot down
Sorcery
Destroy target creature with flying. Put a maze counter on target forest you control. The Archers of Esterpine wouldn’t think twice before taking aim at intruders above the trees ——————————————————— Esterpine Archers
Creature - Elf
Reach
When Esterpine Archers enters the battlefield put a battlement counter on target forest.
1/3 ———————————————————
Afamrail, Lord of the Woodland Realm
Legendary creature - Elf
When Afamrail, Lord of the woodland realm enters the battlefield put a maze counter on up to 2 lands you control.
Afamrail can only attack if you control a land with a maze counter on it.
Remove a maze counter for a land you control, prevent all combat damage that would be dealt this turn.
Afamrail has no concern outside his borders, he is of no concern to me - Eprix 5/5 ———————————————————
Esterpine Elves
Creature - Elf
add to your mana pool. If you control a Forest with a Maze counter on it add or
1/1 ———————————————————
Esterpine Scout
Creature - Elf Scout
Quest- - Exile Esterpine Scout at the beginning of your next endstep, return it to battlefield at the beginning of you next upkeep.
Quest only any time you could cast a sorcery.
When Esterpine scout enters the battlefield, if it entered from exile, look at top 3 cards of your library. You may reveal a land or creature card from among them and put it into your hand. Put the rest of the cards on the bottom of your library in a random order.
”These woods are ever changing, there is always knew information we can learn” - Afamrail
1/1 ——————————————————— Esterpine Warriors
Creature - Elf
When Esterpine warriors enters the battlefield create two 1/1 elf creature tokens.
The Esterpines are teeming with elves that move between the trees
1/1 ———————————————————
Yathanae, Queen of the Pines
Hexproof
Quest exile another target nontoken creature you control at the beginning of you next endstep, return it to the battlefield at the beginning of your next upkeep. If that creature is not legendary put a hero counter on it and it becomes legendary then create 2 treasure tokens.
2/4 ———————————————————
Tondroz, Xovin’s pupil
Legendary Creature - Human Shaman
Whenever a nontoken creature you control dies create a 1/1 skeleton creature token.
return target creature from your graveyard to play, it gains haste. Sacrifice it at the beginning of the next end step.
I pledge my life to your fire Tondroz to Xovin
3/3
Xovin, Corpse Wearer
Legendary Creature - Elder Dragon
Flying, Deathtouch
When Xovin, Corpse Wearer enters the battlefield or attacks, return target creature you control to the battlefield, that creature is a black zombie in addition to its other types.
The people of western Esterpine were startled to see the ridge of one of the black mountains move, they were even more surprised when it began to breathe fire
8/8 ———————————————————
Xovin’s brood
Creature - Dragon
Flying
Whenever Xovin’s brood attacks remove a counter from target land an opponent controls.
Their fire knows no bounds, all will burn in its wrath
4/3
Goblin Nest Tender
Creature - Goblin
When Goblin Nest Tender enters the battlefield put a nest counter on target land you control.
Lands you control with Nest counters on them have create a 1/1 goblin creature token.
Maternal instinct is not a quality often found amongst goblins
2/2 ——————————————————— Breach from below
Sorcery
Destroy target land with a mine counter on it. Create two 1/1 red goblin creature tokens. ———————————————————
Dwarven Excavators
Creature - Dwarf
When Dwarven Excavators enters the battlefield put a Mine counter on target land.
Lands you control with mine counters on them have: “ sacrifice this land, create two treasure tokens.
The dwarves care not for the beauty of the land, just what they can claim from it ———————————————————
Bathe in Dragon Flame
Instant
Exile target creature ———————————————————
Heroes’ Bain
Destroy target Legendary creature
Afamrail’s bones were ash before his sword lay upon the ground
Scarlet Coast
You may choose to have Scarlet Coast enter the battlefield untapped. If you do skip your next draw phase.
add or
Sacrifice Scarlet Coast, pay 2 life: draw a card. ———————————————————
Esterpine Moors
You may choose to have Esterpine Moors enter the battlefield untapped. If you do skip your next draw phase.
add or
Sacrifice Esterpine Moors, pay 2 life: draw a card.
———————————————————
Fountains of the Inner State
You may choose to have Fountains of the Inner State enter the battlefield untapped. If you do skip your next draw phase.
add or
Sacrifice Fountains of the Inner State, pay 2 life: draw a card.
———————————————————
Ashen Grove
You may choose to have Ashen Grove enter the battlefield untapped. If you do, skip your next draw phase.
add or
Sacrifice Ashen Grove, pay 2 life: draw a card.
———————————————————
Dragon’s Keep
You may choose to have Dragon’s Keep enter the battlefield untapped. If you do, skip your next draw phase.
add or
Sacrifice Dragon’s Keep, pay 2 life: draw a card. ———————————————————
Mystic Stream
You may choose to have Mystic Stream enter the battlefield untapped. If you do, skip your next draw phase.
add or
Sacrifice Mystic Stream, pay 2 life: Draw a card. ———————————————————
Goblin Marshes
You may choose to have Goblin Marshes enter the battlefield untapped. If you do, skip your next draw phase.
Sacrifice Goblin Marshes, pay 2 life: Draw a card ———————————————————
Scorched Fields
You may choose to have Scorched Fields enter the battlefield untapped. If you do, skip your next draw phase.
add or
Sacrifice Scorched Fields, pay 2 life: Draw a card ———————————————————
Darkwater Pond
You may choose to have Darkwater Pond enter the battlefield untapped. If you do, skip your next draw phase.
add or Sacrifice Darkwater Pond, pay 2 life: Draw a card ———————————————————
Perished Expanse
You may choose to have Perished Expanse enter the battlefield untapped. If you do, skip your next draw phase.
add or
Sacrifice Perished Expanse, pay 2 life: Draw a card ———————————————————
Might update more if I have more idea but I think this would shape up to be a pretty cool set!
Magnanimous says... #2
First, the name. Are you in love with the name? It irks me and feels bland (it looks like the classic French/Greek/Latin word + -ia fake name combo). Would you be open to changing it to something else or even just adding a consonant in the middle (Eclartsia, Eclarjia, ...). I'd even like it more if 'E' was a prefix and cards were named things like "Clarian Monastery".
I really like your idea to use lands in the ways you described, 10/10. The quest counter idea is pretty complex and would need some careful card design to ensure the naming makes sense and it feels like a story.
April 16, 2020 9:22 a.m.