Greetings!
Gods Unchained is a really good card game. However, I wanted to make something more unique that would make the playing experience much more fun. So, I decided to make 12 custom cards for Gods Unchained, with a new keyword called Requirement(). I just made these cards to have fun making new cards, but also wanted to make these balanced and not OP.
https://gucustom.cards/ was used to make cards.
All card art was AI generated by MS Bing.
Keywords
During the making of this card, I made a new keyword, which is Requirement.
Requirement()
This card can only be played from hand when the requirements in the bracket is achieved by you.
Thoughts: Unlike the keyword Conditional() here, This card needs you to fulfill the keyword on your own. This means that it is less reliable on your opponent, and more focused on your deck style, which means that it is less luck-based cards.
Legendary cards
I will start first with the legendary cards, which is alechemist-themed.
Warlord's Alchemist: This card focuses on the War's win condition, while also acting as a small 3/3 Blitz body. You need 3 or more creatures with 4+ strength on the board to play this card. At that point, you might've won the game. However, there might be a strong Frontliner. This card can deal 2 damage for each creature that you control, meaning that it can directly damage the god. It might be good for all types of War decks.
Sustainability Alchemist: This card simply puts your deck to 10 cards if your deck is 10 or less, by delving Nature cards again and again. It is most suitable for Control Nature, but also susceptible to some Deception cards. In addition, you need to take a conditional 5 damage (Manasurge 3)
Void Alchemist: This Alchemist allows you to play a spell from the void again by adding 3 delved cards to hand, while also reducing its mana cost. You can simply use a strong dmg spell again after reducing this car's mana cost, or just gain value here. Not that strong, but surely is a good pick in Sealed.
Solar Alchemist: This card can only be played if you control a board full of Light creatures, and it transforms them to 3/3 creatures with Blitz(or Godblitz). It might be a wincon if you can achieve manasurge 6, since Aggro Light has many different ways to make the board full.
Mirage Alchemist: This card returns hidden units to your hand with buffs like +1/+1 and Ward. It also reduces their mana cost by 2. It might be a conditional card to use since the Requirement is so difficult in HRD.
Plague Alchemist: This Alchemist transforms enemy creatures into 1/1 Zombie, in cost of 2 friendly Zombies. Additionally it is also a 3/3 Leech body. With manasurge 4, it can repeat again (but you need 2 more zombies). I think it is a nice card to have in Zombie death, and would work well with Obelisk.
Mixing Alchemist: This is a Neutral Alchemist which adds other Alchemists to your hand. The downside is that half of the Alchemists are hard to use. (Death: Zombies, Deception: HRD, Light: Light unit) I just made this card to complete the 7 elements including the Neutrals anyway, though.
Rare Cards
Now, we will look at the Rare cards, which has a total of 7.
Normal Knight: Just a normal Knight. You do need to match exactly 3 mana to play this card. However, it has 3 Armor point that breaks by 1 each time after it gets attacked, which I think is realistic and also balanced in my opinion, as it is Neutral card.
Stromborn Gladiator: This card needs 3 or more enemies on board to play, and if it survives for 1 turn, it can deal 1 damage, and after it destroys an enemy it can gain +1 strength. It's weak in my opinion (it was originally 1 damage to all enemy), but if it can survive a few turns it can ramp up some strength.
Thorn Knight: Another Knight variant, and this needs no other friendly creatures to play this card. It is a 4 mana 3/3 with 1 armor, and it deals +1 damage to a unit that this unit damages once per character per round. I think it is an overall balanced Frontliner that leans towards the damage, and it has a low chance of going into Control deck.
Book of Eldritch's Horror: This card basically can uncover Eldritch mystery for each spell played +1 each round, but you shouldn't have uncovered Eldritch Mysteries previously. This makes this card suitable in a deck other than Eldritch, making this card more general. However, the high mana cost is kind of a downside. But, it also can uncover 5 mysteries on 1 turn!
Hollow Prophet: This card is more like Magic, but it is deception. It needs 2 or less cards in your hand, and it foresees 6. And, it draws a card from the bottom of the deck at the end of your turn. It is a good card generator, and most likely suited for Aggro Guild decks with a lot of card plays.
Aura of Light's Healing: It has Heal 7 for only 2 Mana! Additionally, it can also heal all gods for 7, but your god needs to be low on health. It is a heal card but I think it is going to be used more often in general Control decks, since this card alone can make +14 health for your god.
Skeleton Harvester: The requirement is basically nothing for most decks around 5 mana. The ability deals 1 damage for each creature entering your void during your turn, and you can select it, and it is also Leech! A good card for sure, and most likely going into any Death decks for supporting card.
Outro
And that is all the cards made! I really had a lot of fun making the concepts of keywords and cards, and I hope to get some feedbacks in the comments! Thanks for reading this post!