Okay, my take on some of these cards.
Bloodfire Dwarf - Bleh. 1/1 for R. Yawn. Pay R and kill him: Tremor. Double yawn.
Phyrexian Gargantua - Hey now! Nice. A 4/4 monster for 6...sure, he eats 2 life when he comes in, but he gives you two cards in response! His little brother is a better deal, though.
Suffocating Blast - I LIKE this. Counterspell with creature smacking attached. What's control's biggest problem? Oh, that's *creatures*, isn't it?
Penumbra creatures - Not bad. A bit overcosted, but two creatures in one.
Gaea's Skyfolk - 2 mana for flying Bears? Me likey!
Jilt - Steaming pile of donkey flop, party of two...hey, what if we overcosted Unsummon, then put a more limited, overcosted Shock along with it as kicker?
Gerrard Capashen - ...what? 3WW for 3/4. Okay. 1 life per card in...opponent's hand? Um. Pay obscene amount of mana: tap a creature, but only if he attacks. Uh, no. This guy is the hero I've heard so much about?
Phyrexian Rager - THAT'S what I'm talking about. 2B for a 2/2 is okay, but letting you get another card along with him is pretty good!
Mystic Snake - Nabad. Counterspell that brings a 2/2 creature into play...amusing, but is it worth it? Depends on whether or not you can find some way to abuse it. Equilibrium?
Spectral Lynx - Not even close to River Boa. Still not altogether bad.
Suppress - Weak. No lasting effect.
Goblin Ringleader - Not bad, not bad. 2/2 with haste for 2R isn't bad, and the ability to go find more buddies is nice.
Savage Gorilla - A retread of the Phyrexian Debaser/Denouncer/etc. cards, but with three colors. The Phyrexians never got used without the Big Guy, and neither will this.
Lightning Angel - Amusing. But compare it to Serra Angel.
LA - Three colors. SA - One color. Advantage: SA.
LA - Haste. SA - No haste. Advantage: LA.
LA - 3 power. SA - 4 power. Advantage: SA.
LA - Four mana. SA - Five mana. Advantage: LA.
Real advantage: Serra Angel. 3-power haste doesn't match up to 4 power.
Last Stand - Quite weak. Something with five colors in its casting cost needs to be a VERY strong effect. None of these are.
Legacy Weapon - OUCH. Nasty. It's almost impossible to permanently destroy it, and domain decks will use this thing to optimal effect. Combo this with Pulse of Llanowar...
Quagmire Druid - ...but if you have green mana, what do you need HIM for?
Pernicious Deed - Nasty! Usable whenever you want, and it's an actual Disk effect! Me likey.
Dragon Arch - Mark my words: This Will See Play. Any card that lets you play any friggin' color mix you want for TWO mana per activation just begs to be abused.
Phyrexian Arena - Could very easily see play. A Howling Mine that works only for me for 3 mana and 1 life per turn? Quite nice.
Guided Passage - Mediocre. One creature, one land, and one 'other'. Can be nice, or can be useless.
Wild Research - WOW. Reuseable Gamble for enchantments OR instants! Just fill up your hand first, perhaps via FoF, and you should clean up. You notice it doesn't sacrifice...
Squee's Revenge - Potentially quite good, if you use it right. Worst-case scenario, choose 1, and you pay 1UR for nothing...or 1UR for 2 cards, not bad. If you manage to get 2 through, that's VERY good, four cards for three mana.
Disciples - Suck. I'm sorry, not a single one of those effects is worth activating.
Volvers - I'll say more when I know base power/toughness.
Order/Chaos - VERY strong. Remove an attacker altogether (do you see 'nonwhite' anywhere in there?) or prevent all blocking? Screws up an opponent's math big-time.
Fire/Ice - Mediocre. 2 damage ain't much 'round these parts, and tapping a permanent and paying 1U to draw is basically a slightly more utilitarian form of cycling. Eh.
Illusion/Reality - Okay, this is worse. Color-changing effect (only mediocre, even in this environment), or an overpriced Shatter? Blech!
Life/Death - Another very strong one. Pay B and 4 life to return Blasty to play? Sure! Aw, look, I discarded a Dragon Legend. B and 6 life later...alternatively, get a slew of attackers to push a kill through with the Life ability. I'm impressed!
Night/Day - Mediocre, again. Night works on one creature, and is a tiny effect...Day is okay, but you won't need it if you play right.
Sanctuaries - Generally pretty strong. Ana and Ceta are especially nice when pumped up.
Emblazoned Golem - Not worthy. Give it +1/+0, and we'll talk, but...2 for a 1/2, 3 for a 2/3, 4 for a 3/4, 5 for a 4/5, 6 for a 5/6...do any of these sound like they're optimal in their casting cost classes?
Whirlpools - Amusing, but what if you LIKE your hand? Notice the lack of 'may' in there.
Fervent Charge - Quite possibly worth the cost. Turns *anything* into a pretty nasty attacker; your Drudge Skeletons are suddenly 3/3s!
Overgrown Estate - Hmmmm. Combo this with Groundskeeper for 3 life a turn.
Fungal Shambler - Oof! Nasty. More costly than Doomsday Specter, but gives better card advantage, and isn't prone to three-point burn. Tramples, too, so you can't chump-block it unless you *mean* it.
Flagbearers - Color me impressed. Combo this with some effect that grants protection. You play an effect. It targets the flagbearer. I give the flagbearer protection in response. Fizzle fizzle...