Greetings!
Gods Unchained is a really good card game in my opinion. However, I wanted to make new cards that would shake up the current Meta, which may feel boring to some (including me). So, I decided to make 13 custom cards for Gods Unchained, that would shake up the meta, while also making it balanced and have more player interaction. Because of this, I kind of made some new trap cards like other TCGs such as Yugioh. I just made these cards to have fun making new cards, but also wanted to make these not OP.
https://gucustom.cards/ was used to make cards.
All card art was AI generated by MS Bing.
With that, let's dive into the cards!!
Legendary
I will start first with the Legendary cards.
Hydra, Overkill Safeguard: As you can see from the name, this card targets Scrappy, which is also a Hydra. It has Protected, Leech and Blitz, which makes it a great 7 mana on its own. However, it will be just only good on 1 target only.
It also has an ability that summons these creature and attack it, when your opponent plays a creature that destroys 4 or more creatures... Definitely going for Scrappy, but others like Ember Oni can also fit into this category. However, the fun things is that this card won't be able to take down Scrappy with this effect, as it would have at least 12 health due to its effect and armor.
Considering that, I think it would be a surprising trap card for the opponent, although the condition is kind of hard to meet.
Deadly Healing Bottle: Also a legendary, this card is anti-healing card for War. It deals 1 damage to all gods when played, and it cancels a healing effect, and give it -1 health instead. But, this card also gets -1 health (*not durability - typo), meaning this effect can be triggered a maximum of 10 times, and can deal up to 20 damage in theory.
Personally, this card is very interesting because it has very high and low point. If your opponent is hyper-aggro, this does nothing. But, against healing decks, especially Light & Nature, it is a must to destroy card for them, and stops any healing play. However, if you are also control, you can't heal. And because aggro decks don't have mana to play this card, it would be best suited in Midrange.
Mateo, City Rebuilder: Art looks kind of cool, but the effect isn't... It can summon 2 City Walls that heals your god for 2 and give it protected when destroyed, if both gods took 4 or more damage on this or last turn. The effect is nice and gives high HP value, but it's just not tempting for 5 mana, and the condition is very hard to meet.
If it was a Death card, I think it might've gotten some more plays, though. It's just not suited for Magic.
Levi, Burning Punisher: Another 7 mana board wipe, but more stronger and faster. The stat alone is depressing for 7 mana, with 6/6 and burning. But, when this card is summoned, it becomes a board wipe and gives -2/-2. Also, this card is played when they play 3 or more cards in 1 turn, which is kind of easy against Aggro & Combo.
The effect is good for 7 mana, and if it is played early like 4~5 mana against aggro by the condition, you might just win the game. But, against an already buffed board, it won't do much.
Bringing the Wildlife Back: This card is a tribe sniping card. I don't think I saw these types of cards, so I made one. It changes the tribes to Wild, and gives -2/+2 to all. the -2/+2 is there for synergy with Drag Down, but overall this would nullify most of the aggro's attack (except Light).
There is also empower ability, but I don't think it is good since why would you give your board -2/+2. The heal is also very low, so it should be only used in emergency. Overall, this seems a good control card that can exclude a lot of tribe-based cards. (That annoying Olympian, Nether, Guild, Amazon ...)
Interception: Seems really weird at first, but actually this card might be the best card in this whole post. It forces your opponent to play a card right now, with 0 mana, and you can also draw a card if its a strong one.
The ability itself is straightforward. As you might've expected, this card can destroy Combo decks with 0 mana, and also make them play their wincon. But, in other times, it would be just useless if all cards make their opponent benefit. But, I think making this card 0 mana is too good, so it should be around 1~3 mana.
Stationary Energy-Harvester: This card increases a cost of a spell in their hand by 1, and repeats when they have 7~ cards. It targets the big hands that control decks have, but very fragile due to 0/7 build..? Maybe? I really can't know.
The ability alone is good, as 1 mana can be big on both low and high mana. It might need a bit of health nerf, but I don't know exactly how much.
Epics
Readily Available Warrior: A 5 mana 3/3, but it can be played when your opponent plays a card summoning 3 or more creatures (Worship) When it is summoned from your hand, it summons a copy of this. Then, all creatures attack random target.
Definitely there to target Light. But, I don't think summoning 2 3/3s can help against a full Light board, so it might need a bit of buff.
Dreaded Future: The (conditional) 4 mana board sweep is here. It gives -1/-1 to all creatures, but if all creatures are mana cost 3 or less, it gives -2 health.
Might be Overpowered. The bad matchup is against control / Midrange, which won't really make a whole board of small creatures. It might need to be changed to give 2 damage though, or lower the mana limit.
Transparent Survivor: This card gains +1/+1 for each spell played by opponent. Then, if this card gets 4 or more strength, it becomes 1/3 and summons a base copy.
It is a Escaped Prisoner, since it multiplies itself. But, it is more better with Hidden, Ward. Also, the summoned guys can also summon another one, and you can also buff their strength using Dark Knives & Assasin's Aim. But, it heavily relies on the opponent playing spells, though.
The Summoning Staff: A simple relic for Light. It summons a Acolyte whenever they play GP. It lasts for 3 turns with 4 durability.
Approximately, your opponent needs to play 2 or more times to benefit by using this card, and it breaks even on 1 play. Most times, I don't think Light can give up their Relic spot to break even, though.
Natural Spell-Catcher: Nature also gains a new relic. It is a very interesting one, as it uses the strength of the relic as the cost, and it gets destroyed when strength becomes 0.
For the ability, it summons a random wild creature with the same mana cost when they play a spell with cost 3 or more. Naturally, this means that you would be getting at least 3 random wilds for 4 mana, which means that you will benefit from it. So, they should ASAP remove this after the turn you play a spell. Of course, useless against no-spell decks.
Beginner's Bolt: This card is actually not Beginner's Bolt. It can actually cost up to 4 mana, as it expends 2 mana when played. So, this needs to play when you have only 2 mana to benefit from it. For the ability, it deals 4 damage split randomly, and repeats with manasurge 5.
With the high complexity this card has, I don't think it would have high usage among the beginners. However, with the Manasurge this card essentially becomes The Hunt that costs 2~6 mana, which might be OP against aggro.
Outro
And that is all the cards made! I really had a lot of fun making the concepts of cards and their image, and I hope to get some feedbacks in the comments! Thanks for reading this post!