Just because I want to, I'm going to break these down and examine each half of each card on it's own merits to see if it's worth by itself or as a whole.
Assault/Battery (Assault)
R, Sorcery, Invasion Uncommon
Assault deals 2 damage to target creature or player.
Assault/Battery (Battery)
3G, Sorcery, Invasion Uncommon
Put a 3/3 green Elephant creature token into play.
Assault is not bad really. It's no worse compared to Shock than Chain Lightning was to Lightning Bolt. Decent card overall.
Battery is a green Hill Giant card. Good in Limited. Not horrible overall as a creature, especially if you can recycle it somehow.
Pain/Suffering (Pain)
B, Sorcery, Invasion Uncommon
Target player discards a card from his or her hand.
Pain/Suffering (Suffering)
3R, Sorcery, Invasion Uncommon
Destroy target land.
Pain is not great compared alone to such cards as Duress, Funeral Charm, and Hymn to Tourach (yes, not as cheap, but THE discard card). Could be a nice first turn play, I'd hate to top deck this card.
Suffering is an expensive Stone Rain. ONLY neccessary if you need land destruction redundancy. Dwarven Landslide and Flowstone Flood serve such purposes much better.
Spite/Malice (Spite)
3U, Instant, Invasion Uncommon
Counter target noncreature spell.
Spite/Malice (Malice)
3B, Instant, Invasion Uncommon
Destroy target nonblack creature. It can’t be regenerated.
Spite is the opposite of Remove Soul. Presumably this card is over costed by about 2 or should cost UU by itself because something that would be SO close to Counterspell is just too good at 1U. Is this card good though? Compare to Dismiss, Foil, Quash, Rewind, and Thwart. It really depends on what field you're playing in. It is pretty decent in 5-Color due to the single colored mana in the casting cost.
Malice is not efficient at all. There are many better alternatives: Agonizing Demise, Slaughter, and Snuff Out. There's also the obvious original: Dark Banishing or Seal of Doom. Can be decent in 5-Color though.
Stand/Deliver (Stand)
W, Instant, Invasion Uncommon
Prevent the next 2 damage that would be dealt to target creature this turn.
Stand/Deliver (Deliver)
2U, Instant, Invasion Uncommon
Return target permanent to its owner’s hand.
Stand... {sigh} There is no reason to play this outside of Limited.
Deliver... Depends entirely on what you're playing. Okay in Limited, or unless you are worried about the "Single Colored Mana Rule" as you would be in 5-Color. Still, there are many better alternatives.
[Wax/Wane (Wax)
G, Instant, Invasion Uncommon
Target creature gets +2/+2 until end of turn.
Wax/Wane (Wane)
W, Instant, Invasion Uncommon
Destroy target enchantment.[/quote]
Wax is not that bad, no worse than Deepwood Drummer or Explosive Growth. Certainly not a horrible addition to green beatdown decks.
Wane would not normally be considered by itself unless it was present in VERY heavy enchantment based field. Look at how often Erase was used though against Replenish decks when Harmonic Convergence was available.
Fire/Ice (Fire)
1R, Instant, Apocalypse Uncommon
Fire deals 2 damage divided as you choose among any number of target creatures and/or players.
Fire/Ice (Ice)
1U, Instant, Apocalypse Uncommon
Tap target permanent. Draw a card.
Fire is quite simply a good burn spell in Type 2. Not bad elsewhere either. The only comparable spell is Arc Lightning, except it's one less mana, one less damage, and it's instant. Arc Mage caused 2R to activate.
Ice... I think it was Gizmo that said it best and I wish I could quote him, but this card essentially reads:
"Ice 0
Instant
Cycling 1U and tap target permanent (
Yes! ANY PERMANENT, as in that Soltari Priest with Empyrial Armor on it that Fire is not helping with... And guess what! Your Capsize is up next!)"
The reminder text is subject to change though...
This card is not great, but not bad either It's strictly better than Enervate and happens to be paired with Fire.
Illusion
U, Instant, Apocalypse Uncommon
Target spell or permanent becomes the color of your choice until end of turn.
Reality
2G, Instant, Apocalypse Uncommon
Destroy target artifact.
Illusion... Hmm... Outside of IBC Limited, I don't think I'd touch this with a ten foot pole when so many other options are really available that can be used repeatedly or for permanent effects.
Reality could have been better if they had just dropped the casting cost to 1G. Crumble was a GREAT green spell. I think one of the whole themes behind Antiquities was nature breaking down artifice.
Life
G, Sorcery, Apocalypse Uncommon
Until end of turn, all lands you control are 1/1 creatures that are still lands.
Death
1B, Sorcery, Apocalypse Uncommon
Return target creature card from your graveyard to play. You lose life equal to its converted mana cost.
Life is not horrible for doing that final rush, but no one really used Jolrael, Empress of Beasts outside of Limited a whole lot did they (she's still a cool Legend though)? Could be good in a 5-Color deck or a 15CH deck.
Death is 1 mana more than Reanimate. That wasn't used much was it when Exhume is much more easily obtained financially, and works well in team games, right? No one likes recurring when it can kill you.
Night
B, Instant, Apocalypse Uncommon
Target creature gets -1/-1 until end of turn.
Day
2W, Instant, Apocalypse Uncommon
Creatures target player controls get +1/+1 until end of turn.
Night is just okay. No worse than Sicken or Plague Witch if you're killing off a Birds or Elf. Otherwise, there are better options.
Day is no worse than Warrior's Honor.
Order
3W, Instant, Apocalypse Uncommon
Remove target attacking creature from the game.
Chaos
2R, Instant, Apocalypse Uncommon
Creatures can't block this turn.
Order is expensive white creature removal. What else is new? At least it removes the creature from the game instead of Smite.
Chaos is a single shot spell. If you want to keep your opponent from blocking long term, go for Goblin War Drums or War Cadence.