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.

So, a land counter is placed on a land when a certain creature with an ability to do so either enters the battlefield or activates said ability. Other creatures could then give lands with counters on them abilities. Here is an example card.

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.

I know quest counters are a thing already, but these would be put on creatures, via artifacts, sagas or legendary sorcerys.

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 :)

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.

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.

abby315 says... #9

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.

abby315 says... #11

True - I guess that's flavorful, too!

April 16, 2020 3:55 p.m.

Poly_raptor says... #12

The different realms and a brief lore of Eclarjia (I’m so bored in the quarantine)

A giant city in the south, built atop the cliff side. Giant red rocks slope steadily down to the ocean.

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.

The vast forest of Esterpine, stretching from East to West, the Eastern side is teeming with magical life. Wind dances between the thick trees and their roots skirt across the ground. The Elves settled in East Esterpine 1000s of years ago, it’s unknown if the Elves were drawn to the wood because of it’s magic, or, if the wood draws its magic from the Elves. The woods stretch westward, towards the fire mountain regions of Eclarjia, the trees here are sparse and dry. Savage tribes of goblins and men have developed here, pledging the souls to the Sky Wurms of the North.
Not much is known of the black mountains, their volcanic slopes make them uninhabitable to most living creatures. The heat oozing from the earth here often causes lightning storms, forking across the blackened sky, silhouetting the great drakes that circle the mountain tops.

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

Eriwall Tactician

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.

Eriwall stands proud aloft it’s sandy red clifftop; perched like a crown atop a frail kings head. It’s giant white walls cloak the town of Ormont below it in shadow. The smooth red cliff side is splashed with blemishes, where the dwarves have built their mines, digging deep into the belly of the rock. Ormont grows dark and cold, it’s children starve as the fishing boats are returning with less and less food month by month. The surrounding ocean water red as blood from the salt from the coastline.

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.

So the mechanics I’ve decided to include are:
Created in the normal way, as all tokens are. These will be tokens of the basic creature types within the set:

  • human

  • elf

  • goblin

  • dwarf

  • dragon

There will also be treasure tokens.

This will be a new mechanic, similar to the adventure of Eldrane.

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.

Land counters, as described previously is the other new mechanic, the idea is that the creatures build in the land to make them more versatile.

  • 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.

Exalted but for legends, as the set would be themed around legendary heroes and villains. I thought this would be interesting flavourfully, when a hero attacks alone it gets buffed up, as it is defending its people.
A hero counter can be placed on cards that return from a quest, and will only be triggered by certain quests, not all quests. It would be worded in as additional text when the creature returns from its quest,

“If this creature isn’t legendary put a hero counter on it and it becomes legendary”

Eprix, Grand Master of Eriwall

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!

April 17, 2020 6:48 p.m.

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