Awesome stuff. I'd love to be able to play with it sometime. Time for me to criticize it all! hopefully i am constructive.
The Mage: Premonition seems good.
Prescient: I like it a lot
Xof: I feel like he should be an living illusion(rather than a "sees the future" type creature; otherwise he would protect himself when he knows an attack is coming rather than gaining attack. knowing you arent getting attacked should make you ), who gets more powerful the more attention you give him. Based on that, I would make him a mind spell, and gain the illusion subtype(but meh, you can throw that out).
Card text could be cleaned up a bit, so i did that. I altered his function slightly to make wording easier. Yes, I hurt him by making him invisible, so you cant give him enchantments or such, but invisible is an easy to understand condition. Note that he doesn't lose invisible by attacking unlike [mwcard=FWC08]Invisible Stalker[/mwcard]. Yes, Vigilant may have some unintended effects, and it can give him 2 counterattacks a turn.
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Xof
Has Invisible Trait, Vigilant trait, and a 4 dice melee attack.
Xof has melee-2 while invisible. During the upkeep phase, an opponent may give him a visible marker.
"I've heard of animals feeding on attention, but this is something else..."
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Voltaric rift: make it block line of sight? it seems all sight-blocky from the picture, but that would require making it cost more than wall of fog...
Voltaric beacon: I worry that someone could spam Voltaric Beacons to make a telepit strategy impossible. Or they could use it to retreat back across the board too easily.
Seems to me that Voltaric beacon should destroy itself at the end of the round like Brace Yourself. I assume it means "when subject to a teleport effect" so that this enchantment can prevent a [mwcard=MW1I01]Banish[/mwcard]. seems too strong if a facedown enchantment across the board can block a banish. Here comes another rewording from me:
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Voltaric Beacon
Unique, Arcane 1
2 mana to cast. 2 mana to reveal.
The following applies to any friendly creature within 2 zones: Counter any teleport spell or effect which targets or teleports this creature. If a spell or effect is countered this way, teleport this creature to Voltaric Beacon's zone. Destroy Voltaric beacon at the end of the round.
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But I would make it work similarly to [mwcard=MWSTX2FFJ06]Rolling Fog[/mwcard] in how it functions.
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Voltaric Beacon 2
Epic, Arcane 2 Conjuration
7 mana. Incorporeal, Indestructible, Dissipate 3
teleport subtype.
Counter every other teleport spell and effect in the arena. Any creature targeted by a teleport spell or effect is teleported to this zone unless its controller pays 2 mana.
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Magisbane Lily: I am concerned that the Magisbane lily is too awesome. Seems to me that it should be similarly priced(in mana and spellpoints) to [mwcard=DNJ02]Corrosive Orchid[/mwcard] since it has a similar effect.
Green Slime: doesnt get an acid attack? Awww, but that's ok.
I would have laid out the print sheets the same way that Arcane Wonders does. By that i mean, rather than having 6 copies of a level 1 equipment, have 4. Also have 2 lazy apprentice instead of one. Here is an excerpt of what i have written before:
If DvN and KUMANJARO are indicators:
6 copies: level 1 nonequipment cards
3 copies: legendaries, equipment which is single school and level 2+
2 copies: epic, unique, legendary cards with a mage restriction, Mage specific equipment(Necromancer only rather than Dark Mage only ie death ring but not cloak of shadows)
4 copies: everything else
Based on the above system, i will guess the number of copies of each card as well. Yes, equipment is treated like its unique for the most part.