Ok, here goes.
Dense Canopy: Your memory isn't that bad; the card you were thinking of is Dense Foliage, which is extremely close to Dense Canopy if you think about it.
Evaporate is ok the way it is.
Think about it. You cast something, they FoF, searching for a counterspell. You Evaporate in response. Hee hee hee!
Of course, we have to work long and hard to create potent hosers of the other cards.
This is so good because most blue decks desperately need lands, and deal with threats by countering.
If the other hosers aren't as good, blue will have a problem.
Mana Drill/Bob: OK.
Whoo!: Looks fine, although I'm not sure about it being white.
Block Out: This is often better than Mind Twist, and even when it's not, it's certainly a game changing effect. If we do keep it, at least make it a SORCERY.
Blah is good.
Whoo II!'s ability should probably cost at least part blue, maybe 2U or something.
Soul Sucker: 5B for a 5/5 flying with a nice CIP ability is pretty good in a duel these days, but this sucker* gets scary in multiplayer... I suggest you make it 0/1 for base power and toughness.
Mind Grinder and Blah are OK.
Life Chain is a little cheap for this sort of effect. There is a card like this, called Ashen Powder, but it costs 2BB and it's a sorcery. This would probably have to cost at least 2WW.
Cloud of Angels: I would find it strange to see 16/16 Angels in play on turn 7 or something with a bunch of plains and White Knights, or a gigantic Angel flying around the countryside. Maybe it should just be 4/* instead. If it is, then it can definitely cost 4W. If not, though, making it cost 4WW won't help balance it much (because it gets the power and toughness boost from the extra W). And how do those huge mana symbols on the recent basic lands factor in?
yo: What do you mean by "successfully cast"? Under 6E rules, a spell that would earlier have been said to be "successfully cast" is now said to have been played. But I assume you don't want that to trigger whenever it's played. You mean resolved, right? (at which point, the player will have the mana and it is taken off the stack) In any case, I don't exactly see the point of this card. Is it to be used against anything but blue? Is it supposed to be some sort of mana engine? That's all it really is.
Necromancer's Reach: The red ability should probably cost 1R. Other than that, this card is great!
Aggressive Mages should probably have a different name, because a 1/2 creature isn't all that aggressive. But its flavor text could be something like "These mages are living proof of the fact that while exceedingly difficult, it is possible to combine subtlety and aggression."
Blah Caretaker or Glass Gnomes/Goblin Bombardment/Angelic Chorus gives you infinite life. Make them both say "Whenever you are dealt damage by a source you do not control,..."
More Blah is one of those rare cards that seems outrageously powerful, but is in fact pretty balanced, and manages to create interesting situations. I like it! It should probably cost 3 or 4, though, just to give your opponent a tiny head start (because you're going to be abusing it soon, right?) Also, the intervals should be a little smaller, just so some kid with an elf deck doesn't kill his tapped out opponent on turn 4. Make it give or take 1 life instead of 2.
Drainer should be 4/4. (Remember, Trained Armodon was 1GG for 3/3 with no abilities.)
Imbued Stones's second ability should cost 2GG.
Blah is interesting... Sort of like a super Land's Edge.
Footholds is so amazingly broken with Fires in play... It's like a red Moat, but possibly better.
Steel Weldings, Embrace of the Dead, and Solidifying Myths are fine.
I have made some cards of my own since my last post.... two to be exact.
Frost Elephant
3U
Creature - Elephant
0/6
When Frost Elephant comes into play, put three +1/+0 counters on it.
Frost Elephant doesn't untap during your untap step.
Remove a +1/+0 counter from Frost Elephant: Untap Frost Elephant.
- I know this looks bad, but really it isn't. If you just cast it and use it as a blocker, it can withstand Blastoderm. You can also attack with it and untap it later on your turn to use it as a blocker (albeit a 2/6 blocker).
Magnephore
4
Artifact Creature
0/0
When Magnephore comes into play, put three +1/+1 counters on it.
At the beginning of your upkeep, remove a +1/+1 counter from Magnephore.
Permanents with converted mana costs equal to the number of +1/+1 counters on Magnephore don't untap during their controller's untap steps.
* Pun intended.