Alright. Well, I can say that since we have 4 planeswalkers with red, we cannot have all 4 of them in one set. Only 2 can appear in one set. This is because in any existing sets with planeswalkers, there have been no more than 2 that share a particular color.
Now, I about your planeswalker card
@dragonmancerThe wording here isn't the best. The second ability would be "Destroy target nonland, noncreature permanent, then put a 5/5 hydra creature token onto the battlefield."
The first ability is fine, but doesn't flow with the rest of the card, and doesn't really make a lot of sense in jund. The second ability oddly specifies nonland AND noncreature, which makes it surprisingly weak, even with our minor artifact theme. It also makes it kind of odd, since given the colors, killing creatures would be normal, right? Shouldn't it be just nonland permanent? The third ability is actually TOO powerful. Even though it costs 7, there are a lot of dragons that make that cost worth it just to drop this, -3 or -4 it, and get several dragons out for free.
The only other issue here is that our current design of Omara has 0 dragons and Hydras. The largest scaled things on the plane are Naga and Kumi (if we decide to keep them. Crocodile people). So, your planeswalker would have no synergy for his last ability. I don't really want to add dragons, especially to Nakar, since I don't want to make it discount-jund.
How I would fix this card:
Kilgarrah 4BRG
+2: put two 2/1 dragon creature tokens with flying named "Summoned Whelp" onto the battlefield
-4: Destroy target nonland permanent and put an X/X Hydra creature token onto the battlfield. Its power and toughness are each equal to the converted mana cost of the destroyed permanent.
-x: Search your library for a dragon, hydra, or wurm creature card with converted mana cost X or less and exile it. You may cast it without paying its mana cost as long as it remains exiled.
[4]
And Propro:
Your card is fun. I think it is interesting. I would would reword the first ability to "Each opponent loses 1 life and you put X loyalty counters on Phaerun, where X is the total life lost." Also, you should probably get rid of shadow, it doesn't make sense in the setting we have, and would be exactly the same as saying "Each creature you control has "This creature cannot be blocked"".
Propro, you are accepted, feel free to throw Phaerun in the character tab.
Dragonmancer, after checking your cardsmith account, I have found that you seem to have slight issues with card text, and rather noticeable issues with power level. Many seem overpowered, in a way that isn't flashy or interesting. Just raw, boring power. You seem to make mostly dragons, which, considering we currently have no plans for dragons, might end up with a conflict of interest between you and I. You have similar issues to Wuldraider, who was kicked out due to inactivity and lack of ability. You both create powerful cards that seem to be hard pressed on a particular theme, with awkward wording. The main difference is that his cards had some really neat ideas. Your cards seem to all just be "Big deadly stuff. Dragons are cool." No offense, but I suggest that you re-examine yourself and determine whether or not you believe you are really cut out for this RP. Also, you need to fix your designer sheet. You left out the "How long have you been playing?" question. Look over your sheet, because there might be something missing that I missed.
Edit: I still need you guys to add me on skype so that I can add you to the skype group. Inform me if you don't have a skype. You guys are free to suggest ideas, and we do need them, since Belenar currently has very little worldbuilding going on. I suggest you both go over to the titanpad to write down ideas. I'll be checking it every so often.
Also, I figured out a way to template some tri-lands that fit with this set:
West Isle Sanctuary
Land
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.
(t), add W, U, or B to your mana pool.
It's not fancy, but I feel it fits as an uncommon cycle, since we can't really put the alara tris here, due to the name of the grixis tri-land.
The lands will tap for all 3 of that factions color, and enter tapped unless you control the enemy colored lands in that faction.
Editedit:
Just came up with another option:
West Isle Sanctuary
Land- Island
([t], add U to your mana pool)
West Isle Sanctuary enters the battlefield tapped unless you control a plains and a swamp.
[t], add W or B to your mana pool. West Isle Sanctuary deals 1 damage to you.
They are each the land type of the central color, and are painlands of the enemy colors. This is based off of Murmuring Bosk from morningtide.