...
Major problem!
Nameless Aquarian. I did not at all catch the artifact thing...great job there. It is not supposed to do that at all. I do agree that it looks silly, and it is even more silly than you think simply because I am not really planning to make other such cards. Hmmm...
First, the Libra Knight and Scorpio Knight are just for fun - I was aiming for a Zodiac theme, but it got boring and old really fast. The Nameless Aquarian, however, stays...perhaps with a big face lift?
Philosopher's Tome (8)
Legendary Artifact
You may return 4 untapped lands you control back to owner's hand instead of paying Philosopher's Tome mana cost.
Your colored spells maybe played by only paying the colored mana in their total mana cost.
Perhaps it is fixed now? Nevertheless, it is still a might card...but do notice that the alternative playing cost actually hurts the card's ability - sure it makes things easier to cast, but it takes away your land. But hey, when you can cast Time Travel and Denying Wind at lightning speed, it suddenly becomes worth it.
And I smiled throughout your supposed episode concerning Starchild, which you indeed dramatized.
The episode you described is hard to pull, but not at all impossible. It should be obvious that the card is in fact made to be played exactly as you described: to be a full bag of tricks in one card. Give me one good example of a "combo" deck that has as its main kill card a creature card, and for that matter, a 1/1 creature card. You have to keep in mind, indeed, that most of the cards you have described in your episode are creature cards, and, like you mentioned, are
bad creature cards to begin with. How mindful would it be having a deck fillld with useless creatures,
most of which heavely depending on the existence of a little 1/1 creature called Starchild?
The one good point you brought, which completely shatters the card, is the fact that there is already a card that resembles it - Volrath's Shapeshifter. It's rather too similar for my taste, and hence, worthless. But still, the concept of the card, to me, seems fairly balanced, though to be honest, I have no clue how "broken" Volrath's Shapeshift is, so you might know things that I don't...
Envision, I believe, is good at cost 1W; I do think that a cost of merely W is good enough. Or else, would you mind giving me reasons as to why it should cost 2W, WW, or 1WW even? As for Sustenance...I was scared that it might be too good when combined with stuff like Yawgmoth's Bargain. Sigh. All I want is a "good" life gain card for white...that's all...too bad everyone will be quick to abuse it...
Overcome (WW)
Instant
Until the end of your next turn, you don’t lose the game as a result of having 0 life total. Gain 4 life.
Spiritual Union (RR)
Sorcery
Put a Spirit token into play. Treat it as a Red creature with power equal to the total power of all creatures you control, and with toughness equal to the total toughness of all creatures you control. The creature has haste, trample, and "at end of the turn, sacrifice this creature."
The reason I had Spiritual Union at 2RR is due to its great potentiality - for some reason, I thought it can be better than Ball Lightning. But now as I think about it, although it can, it still
depends on the existence of few other cards in order to be useful. So I went along and lowered the cost to merely RR.
I really don't like Fill With Illusions as it is...something about it just doesn't "speak" to me. Perhaps change it into something else later, as I really like the name, at least.
Drain of Will...more interesting? I don't like the name, so here's something different:
Will Dominion (1U)
Sorcery
The next spell your opponent casts costs him or her 2 more to play. The next spell you cast costs you 2 less to play.
And finally...forget all about Masked Essence...