Grail of Hope
Extremely powerful search-and-draw. Just for tapping and then paying 3, you get to cycle through 2 cards, then draw an extra card later on. This should cost 4 at least, and the draw-search ability should cost at least 3.
The second ability breaks the card, despite the "penalty" for overusing it. Rewording is required to prevent stack tricks from ignoring the penalty altogether.
Salt Slave
Suggest:
Islandwalk
Put ~ into play from your hand, under an opponent's control, with two +1/+1 counters on it: You draw 3 cards. Play this ability only when you could play a sorcery.
King Lizard
Monogreen first strike is bad, especially in big creatures. Suggest 3RG. Still, very very powerful.
Water Well
Compare to Braidwood Cup. Cost at 4 with activation cost of 1 or 2.
Coastal Trader
Cool. Requires minor rewording.
Wall of Desert Sand
Cost at 3 and activate at 1.
Eternal Disruption
Reword ("reveal your library and remove...").
Are you trying to encourage nobasic land use? Just wondering about the "lose the game" clause.
There's never been a blue card that puts land into play specifically (Show and Tell doesn't count). That's a green thing. Put the lands into your hand.
Cost modified spell at 4UU. I'd suggest further revision, but spell may be unrcognizable by the time I'm done with it.
Elves of the Wild
Mini Gang of Elk? With trample? Cost 2G.
Noggin
Fine.
Aurora Borealis
Way undercosted. Should cost 6 and be thoroughly tested in 5-color decks, against 1-or-2-color decks, before approval. Reword a bit "...one mana of any color...instead of of the type and amount..." to avoid complete brokenness.
Wheel of Apocalypse
"Sacrifice" not destroy.
Otherwise cool.
Emmei Furnace
First ability is strictly a black one. Did you mean to put "Emmei Hunter" in that last ability? If so, bad.
I'd cost this at RB with only the first two abilities. Adding the third (saying "Emmei Furnace" and rewording to "owner's hand") brings the cost to 1RB.
Ket
Uhm...1/1.
Swim
1U
Cycle of the Werewolves
What Tokens? Very strong, cost at 3BB.
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About Blarf and Brikabrak
Okay settle down!
I have nothing to do with this set, only offering services for balancing and maximum flavor retention. Monored regeneration is gone from Magic and for good reason. If you *must* have it, cost it at RRR.
Tree Bark Spider
Fine by me but G is too cheap! 1G!
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Lone Stander
Well, if you really want it monowhite, then consider costing it a bit higher?
Circling Wolves
Okay, but cost it at 1G? It's a lot better than it looks.
Don't forget to make a black version of this card.
[insert name of white legend]
I've never seen white give creatures exclusive "can't be targetted." I'm not saying it's wrong for mono-white, only that it needs to be restricted to a couple of colors (red and black, presumeably).
Keeping it as-is, at least cost it a bit higher.
Saproling Generation
You're thinking of Spontaneous Generation (Collective Unconcious draws cards). It's 3G and gives a token for each card.
Reconsidering my previous analysis, I think 2G is okay.
Sporadic Growth
Well, okay.
Blarf, Master Troll
Pre-Invasion? Try pre-Mirage (Jungle Troll was R/G but had R: regen) or pre-Homelands (Eron, whose regen was RRR) or pre-4th (the last appearance of Uthden Troll). That's every creature ever made with a red-only regen ability (okay, The Brute enchantment gave RRR: regen).
I think keeping colors' abilities within their bounds is a Very Good Thing, and I think that having a mono-red card with a green or black regen ability
is intersting.
Anyhow, like I said above, if you must keep it all-red, then RRR is the way to go for the regen.
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Frenzied Wolves
Oh, you remembered already.
Might be okay at B, but test it to be sure.
Plated Dragoons
Reword (text must state that toughness is whatever X was, using counters works best). XX ability also needs to define X. This card works better if you just pick a value and make the card that way. (i.e. "4W; When ~ CIP, gain 2 life.; 4: Target creature gets protection...")
Otherwise it's pretty weird. The second ability actually gets worse the more you paid for the creature, and choosing 1 for X almost always seems like the best choice, since the protection ability (for 2) is much better than lifegain.
Blessed Assailant
I like this, but really, 1WW.
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Salt Slave
I don't think haste is neccessary (and certainly not in flavor). If you still think it's too good somehow (see suggested revision above) then make it untargetable.
Blarf
I'd assumed that was what you'd meant, and I still think it's too strong.
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on "Masters"
If you only do one then please for the love of GAWD don't make it blue.
Otherwise, ditto
FoR
...
Quit smoking weed, I did.
Or don't, see if I care.
I'm going to work at a casino this ummer, so I kinda
had to.
Chipped Sapphire
Gulp. Be afraid.
This is better than it looks. At least cost it at 2 then test the hell out of it.
Visions of Fate
1UU is fine, since it's an enchant creature and could even deck you, and you're "cycling" instead of drawing. Very good, but balanced I think.
Fresh Breeze
This could safely be made an instant, but I'd recommend adding "If he or she does" to prevent this being used simmply to draw a card regardless of whether a player even controls and artifact/enchantment.
Rapid Growth
Powerful combo with forestwalkers (espacially Lumbering Satyr types). Cost at 1GG. First activated ability should cost G. Last ability should only remove counters from creatures you control, and you can lower its cost to 1GG if you think that's more fair.
...
Again, I don't mind in the least if you don't like my suggestions. If you really don't want them, say so, and I won't comment on cards you make. I won't argue too much; if you're insistent on keeping something that's out-of-color, I'll recommend that you at least cost it very high.