>CM22
I didn't understand what this did at first, but I find the effect very interesting. But as for wording, let's try
>Search your library for a creature card with power equal to the chosen creature card's power and a creature card with toughness equal to the chosen creature card's toughness.
Though I think I'd just have it exile the card from the graveyard as an additional cost.
>CM23
Eh, I don't really like this one. Maybe drop Deathtouch.
>CM24
Eh, not really liking Prowess plus another spell-based pump on top of that.
>CM25
Since it's an instant, I'd just make it
>Target creature deals damage equal to its power to each creature blocking or blocked by it.
>CR03
I'm seriously going to need you to explain how you're using hybrid mana in this set.
>CR06
Not sure on rarity or costs, but I really like this one. And great use on Evoke.
>CR07
Eh, feel like this should have better wording.
>CR08
Why does Salvage have a number? I don't even think it should draw more than one card anyway.
>CR09
???
>CR11
>Whenever ~ enters the battlefield, any opponent may have it fight a creature he or she controls. If no player does, draw two cards
Eh, not really feeling it.
>CR12
I'd rather have it only work when its controller taps it for mana. Though I do like seeing Red land denial.
>CU01
Still not liking Eureka.
>CU03
Skulk? You know Skulk is dead, right?
>CU04
Goblin? And why 1/2? I think the effect otherwise is interesting, though.
>CU05
I feel like it should have a slightly higher base cost since the first effect alone is 1U.
>CU06
>Instant and sorcery spells you cast cost 1 less to cast.
>CU09
Why not just Scry 2 then draw two?
>CU11
???
>CU13
If it's going to have Rebound, I think it should be at least 1U.
>CW01
Should be uncommon and cost more, going by Kin-Tree Invocation and Miming Slime.
>CW03
Eh, not sure about this. Since it's a White counterspell, I think I'd make it more narrow.
>CW04
Wizards has really cut down on Protection.