For me, it's A!
I like the cards. I have yet to see the artwork for most of them though, and I feel that aspect may be questionable at best. I have to see if Lin Sivvi's portrait is cool or not.
A lot of the cards in Masques and Nemesis are geared towards the old roots of Magic. Look at Complex Automaton: Armageddon/Claws of Gix, anybody? The Rootwater Thief, while powerful, is a good creature for blue and not over balanced. For that power you have to sacrifice resources, a bad thing for blue. It has an optional ability for the lategame, and it's a way better Vodalian Soldiers. (Now, I'm hoping 7th edition only has 1 version of any given card in the Standard enviroment at any given time. There are just way too many subpar cards, even for casual. I'll explain this statement if anyone is confused.)
Animate Land is another nice alternative to Treetop Village/Verdant Touch/Giant Growth/Angelic Favor. Rupture? Another Combustion-type card but still good.
I think Masques and Nemesis are trying to many things here:
1) Slow down the enviroment for longer, more interactive games.
2) Provide those with a smaller pocket book with more good and solid cards by putting some of the more tourney-strong in the Uncommon slot.
3) Provide good cards for drafting.
4) Give us new and innovative cards for multiplayer. (Sizzle, Flame Rift, Stronghold Gambit, Hunted Wumpus, Charmed Griffin, the Mongers, etc.)
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Dune Echo
And Ferret did say, click the signature box and you shall have an amusing/or regular comment to add to your words of wisdom. -Chitter of Ferrets, Canto 317