By using "spoiler" drop-down tags (and even tags within tags, perhaps?) you can compress a *lot* of information into a reasonably sized OP. I wouldn't worry about the length too much.
EDIT: I've added notes for almost all of the relevant the humans here, feel free to copy this into to the Primer and fill in any that I've missed:
Noble HierarchG
+Accelerates you into your higher curve cards
+Exalted lets her still contribute to combat while tapping for mana
+Eases mana pain by providing G/W/U
-Not suited for low-curve, wide aggro strategies
Kytheon, Hero of AkrosW
+Aggressive 2/1 body with high reward ceiling as a potential 4/4
+Front and back side indestructible abilities give him limited, situational sweeper resistance
-Best suited to lists that can get him attacking with two other creatures ASAP, i.e. low-curves, haste etc.
-Legendary status presents very occasional awkwardness
Thraben InspectorW
+Defensive 1/2 body is above curve
+Clue token is card advantage
+Clue means she can be an ok draw at nearly any point of most matches
-Starting with 1 power makes her not very aggressive
Warden of the First TreeG
+Mana sink for low curve builds / good top deck
+Can grow to an 8/8 trample lifelink (13 mana total)
-Starts as a 1/1, may not be your most aggressive start
-Sinking mana into a body can result in removal blowouts but at least it's instant speed
Avacyn's PilgrimG
+Accelerates you into your higher curve cards
+1 point of power occasionally relevant over Hierarch
-No exalted and only producing white means this is only copies 5-6 of Hierach if you really want the acceleration
Student of WarfareW
+Mana sink for low curve builds / good top deck
+Can grow to a 4/4 double-strike (8 mana total)
-Starts as a 1/1, may not be your most aggressive start
-Sinking mana into a body at sorcery speed is vulnerable to blowouts
-Requires large amounts of W, only fits in Mono-White, or very slight splashes
Soldier of the PantheonW
+Aggressive 2/1 body is above curve
+Lifegain ability can be slightly helpful against burn
Experiment OneG
+Can grow to 3/3+ without further mana investment
+Can survive sweepers and destruction-based point removal by removing 2 counters
-Requires other creatures that enter with high stats / bad with creatures that enter as 1/1
-Poor topdeck
Boros EliteW
+Can potentially attack as a 3/3
-"Win-more": needs two other creatures on the board attacking with it to have good stats (ok vs linear, bad vs interactive)
-Starts as a 1/1, may not be your most aggressive start
Icatian JavelineersW
+One-time ping effect is good against decks with important X/1s, can also give direct damage
-1/1 body needs support to do much
Bloodsoaked ChampionB
+Aggressive 2/1 body is above curve
+Can grind against destruction-based removal
-Cannot block
-Raid ability timing (second main phase) slightly awkward with playing humans first main phase for Champ/Lt
Grim LavamancerR
+Repeatable removal good against small creatures like Burn, Infect, Dorks, Bob, Snappy etc.
+Direct damage can help close out some locked games
-Requires graveyard fodder and open R mana, both of which can be somewhat limited in Human builds
-Non-aggressive body
Monastery SwiftspearR
+Haste and 1/2 body is already above curve
+Potentially a 2/3 if you cast a spell per turn
-May not have enough non-creature spells to support Prowess well / must build around
-Clashes with Champ/Lt/Thalia design direction
Thalia, Guardian of Thraben1W
+Forces many non-aggro decks to play 1-2 turns behind as they try to set up or stabilize
+Usually draws removal away from your other threats
-Easily answered by any removal spell
-Because tax is symmetric, can create problems casting our own spells, especially CoCo
-Her 2/1 First Strike body and ability can become irrelevant / outclassed against creature-heavy matchups
-Occasional legendary awkwardness
Dark Confidant1B
+Card advantage, especially useful for grindier match-ups
-Painful, softens you to burn, requires Black and a lean curve
Mayor of Avabruck1G
+Buffs other humans played both before and after him
+An unanswered, flipped Mayor can take over grindy games with 3/3 tokens
-Best in decks that go wide but still have good card draw (Thraben Inspector, Dark Confidant, Duskwatch Recruiter)
-As a 1/1 he is very fragile and does not help against red sweepers
-Can flip at inconvenient times
Metallic Mimic2
+Gives all creatures that enter after it a counter that persists even if Mimic is removed
+Colorless casting cost makes it easy to cast in any list
-Must be in your starting hand & cast Turn 2 for full value, does not give the other entering creature a counter as a CoCo hit
-2/1 body is more aggressive than Mayor but still squishy
-Softens you to artifact removal / grows Tarmogoyf
Hamlet Captain1G
+Gives all attackers or defenders +1/+1 regardless of when they entered
+Starting stats of 2/2 is as good as it gets for human lords
-Buff can be slow, must wait until he can attack the turn after playing
-Buff only applies to combat / doesn't help against damage-based removal or sweepers
Accorder Paladin1W
+Battlecry can give you lots of power on a wide field
-Squishy, you will probably only attack once without some kind of support
-Buff only applies to combat / doesn't help against damage-based removal or sweepers
Jace, Vryn's Prodigy1U
+Looting effect aids deck consistency -- humans don't have many other options for filtering
+Flipped Jace can help grind against interactive matches by re-casting CoCo or other spells
-Your deck needs a minimum of 8 spells as flashback targets
-His 0/2 body is bad in matchups where you need to apply pressure rather than grind
Skyship Plunderer1U
+Evasive 2/1 flyer can be a good beater & decent topdeck
+Can buff Champ/Lt for faster clock, refresh your energy for Brawler, or otherwise help with counters
-Softens you to ping effects
Duskwatch Recruiter1G
+Mana sink for card draw on a human body -- not many mana sinks in human tribe
+Syngerizes with Mayor to still get a buff on both flip sides
-It flips when you can't play a card, losing card draw ability and instead reduces the cost of playing cards (which you probably don't have)
-2/2 grounded body is mediocre beater
Burning-Tree Emissary(R/G)(R/G)
+"Free" spell that gives you RG back
+Useful for dumping your hand quickly, letting you cast one more card off of CoCo, or getting G mana through Blood Moon
-RG mana that's produced requires some building-around to be useful
-Grounded 2/2 body not a great attacker on its own
Voltaic BrawlerRG
+Highly efficient and evasive beater, 4/3 trample for 2 mana
-Limited energy for pumps
-May be somewhat color intensive
Lightning Mauler1R
+Can give self and/or another human haste
-2/1 grounded body is somewhat fragile for attack
Abbot of Keral Keep1R
+Can sometimes give you a free extra card
+Can be a 3/2 if you play a spell each turn
-Must build deck with lots of non-creature spells, conflicting with Champ/Lt
-Bad play on turn 2, wait until Turn X to play, where X = your top CMC + 2
-Flipped card, even if castable, may not be useful on the turn it's flipped
Auriok ChampionWW
+Lifegain over time significantly helps stabilize against Burn
+Protection from Black and Red renders her immune all common removal except Path
-1/1 body not very aggressive
-Double white casting cost restricts manabase choices somewhat
Grand AbolisherWW
+Slows down instant speed decks, effectively turns off counterspells
-Double white casting cost restricts manabase choices somewhat
Saffi EriksdotterGW
+Can act as a psuedo-spellskite to protect key cards
+Cards returned to the battlefield trigger ETB abilities again
-Cards returned to the battlefield lose any counters they had
-Only protects against non-exile death
-Legendary status can occasionally present awkwardness
Grim FlayerBG
+Could be a 4/4 trample
+Potential to "super-scry" when he connects
-Awkward in human archetype, you cannot support Champ/Lt with enough humans and also trigger delirium in a manner that's fast or reliable
Hanweir Militia Captain1W
+Can potentially be a large creature that poops out more tokens
-"Win-more" only flips if you already control four creatures
-Slow, checks for flip only on upkeep
Glint-Sleeve Siphoner1B
+Quasi-evasive 2/1 Menace can be an ok beater
+Optional card draw at 1 life might be less painful than Dark Confidant
-Unless you have more Energy support, you won't draw a card until two turns after you've played her
Mantis RiderURW
+Flying, Haste, Vigilance 3/3 is both a good beater and a good blocker against aggro
+Efficient stats make for an ideal topdeck that helps even when you're behind
-Color intensive, likely need to shock yourself to play on curve
-Typical 3-drop potential for tempo blowouts against Bolt/Push/Path
Anafenza, The ForemostWBG
+Her 4/4 body is above curve and she enters beyond the reach of Bolt / Anger of the Gods
+Helps the rest of your team to slowly grow
+Graveyard hate ability shuts down Melira combo, but may come in too late to stop Dredge (See RIP)
-Lack of evasion can keep her damage from connecting
-Color requirements conflict with Mantis Rider unless running 5 colors
Lyev Skyknight1WU
+A decent beater, 3 power with flying
+"Pithing needle" ETB ability lets you temporarily interact with non-creature permanents
-1 toughness can be problematic against X/1 flyers or ping effects
Reflector Mage1WU
+Generally good tempo vs creature-heavy decks
+Bounce effect is especially useful against large Delve or Eldrazi creatures, and bypasses "on death" triggers
-Gives the opponent another ETB or on-cast trigger
-Not always helpful against creature-light control decks
-Sorcery speed 3-mana interaction is too clunky to interact with some decks like Infect
-A grounded 2/3 may be mediocre for more aggressive builds
Fiend Hunter1WW
+Indefinitely exiles creature rather than bouncing, *might* keep something off the board longer than Reflector mage
-Can be instantly removed to neutralize exile effect, unreliable against decks with more than 4 removal spells
-Not always helpful against creature-light control decks
-Sorcery speed 3-mana interaction is too clunky to interact with some decks like Infect
-Usually won't attack at all in order to stay alive and maintain exile
Knight of the Reliquary1GW
+Can enter as a 4/4+ and grow from there
+Can alternatively be used as a dork
+Allows you to tutor specific lands (Gavony Township, Ghost Quarter, etc) if there's room in your manabase
-Requires building your list with lots of fetches, Forests, and Plains
-Lack of evasion can keep her damage from connecting
-Sometimes enters as a 2/2 for 3 mana
Tireless Tracker2G
+Can grow to 5/4+ while also generating Clue Tokens for card advantage
-Requires building your list with lots of fetches
-Lack of evasion can keep her damage from connecting
Eternal Witness1GG
+Re-buying CoCo can be back-breaking in grindy matchups
+Grab a fetch back if you're stuck at 3 mana and need to cast CoCo
-1/2 body is not very aggressive
Renegade Rallier1GW
+Returning a 2-drop permanent directly to the battlefield can give great tempo
+Can also ramp by returning a fetch
+3/2 body is still fairly aggressive for a grinding tool
-Requires building your list with lots of fetches, high impact 2-drops
-Must have fetches, clues, or other means of trigger Revolt late in the game
-Cannot re-buy CoCo
-Worse at grinding vs. Exile-based removal compared to Witness in CoCo builds
Thalia, Heretic Cathar2W
+Heavily taxes greedy manabases, neutralizes haste, and taps down new blockers for a turn
+3/2 First Strike body is ok in aggressive builds
-Most effective when played as early as possible, best paired with acceleration for play on Turn 2
Hanweir Garrison2R
+Produces two 1/1 human tokens each time it attacks, rapidly buffing Champ/Lt and developing your board
+Brings you back from some games you don't have business winning otherwise
-Without support the 1/1 tokens are easily chumpable
-Due to lack of evasion, may not get a chance to attack and generate tokens if outclassed by opposing midrange beaters
-Somewhat slow, no ETB / immedaite ability, haste, or on-death value for a 3-drop
Izzet Staticaster1UR
+Ping effect is devastating against tokens, X/1s, Affinity, Infect, etc.
+Haste and flash make her slightly less clunky than Reflector mage in some matchups
-0/3 body means she won't belong in the main outside of specialized metas
Magus of the Moon2R
+Can turn off Urza lands, and generally mana-screw opponents
-Easily neutralized compared to Blood Moon, especially by decks running Bolt
-Most practical in WR lists to keep mana denial asymmetric
Liliana, Heretical Healer1BB
+Lifelink helps against burn somewhat
+Slowly grinds out value against non-exile removal once she flips
-Requires double black to cast
Xathrid Necromancer 2B
+Helps you grind against destruction-based point removal and sweepers
+Technically passes the "Bolt Test" as he replaces himself when bolted
-Not useful against exiling removal: Path, Anger of the Gods, Ugin/Karn
-His 2/2 grounded body exerts poor pressure
If anyone disagrees with any notes or has points that need to be considered please let me know.
As for revisions I would try to present the cards and decks in a more neutral tone. Don't bother trying to convince people certain cards are objectively better or worse... each card will perform differently depending upon the shell that it's in and the local meta that it's facing. For instance, Reflector Mage could be mediocre in a control-heavy meta, and Dark Confidant could be troublesome in metas with more burn / fast aggro or too costly in decks with painful manabases. And so forth. After you share some tournament successful lists and a few representative brews I would just stick to a reference list of humans, sorted by CMC, neutrally describing what decks or strategies a card helps against, what it synergizes with, and what its limitations, drawbacks, or deckbuilding constraints are. Here are some examples:
Noble HierarchG
+Accelerates you into your higher curve cards
+Exalted lets her still contribute to combat while tapping for mana
+Eases mana pain by providing G/W/U
-Not suited for low-curve, wide aggro strategies
Kytheon, Hero of AkrosW
+Aggressive 2/1 body with high reward ceiling as a potential 4/4
+Front and back side indestructible abilities give him limited, situational sweeper resistance
-Best suited to lists that can get him attacking with two other creatures ASAP, i.e. low-curves, haste etc.
-Legendary status presents very occasional awkwardness
Thraben InspectorW
+Defensive 1/2 body is above curve
+Clue token is card advantage
+Clue means she can be an ok draw at nearly any point of most matches
-Starting with 1 power makes her not very aggressive
I'm happy to help with more reference notes in the future.
EDIT: I've added notes for almost all of the relevant the humans here, feel free to copy this into to the Primer and fill in any that I've missed:
+Accelerates you into your higher curve cards
+Exalted lets her still contribute to combat while tapping for mana
+Eases mana pain by providing G/W/U
-Not suited for low-curve, wide aggro strategies
Kytheon, Hero of Akros W
+Aggressive 2/1 body with high reward ceiling as a potential 4/4
+Front and back side indestructible abilities give him limited, situational sweeper resistance
-Best suited to lists that can get him attacking with two other creatures ASAP, i.e. low-curves, haste etc.
-Legendary status presents very occasional awkwardness
Thraben Inspector W
+Defensive 1/2 body is above curve
+Clue token is card advantage
+Clue means she can be an ok draw at nearly any point of most matches
-Starting with 1 power makes her not very aggressive
Warden of the First Tree G
+Mana sink for low curve builds / good top deck
+Can grow to an 8/8 trample lifelink (13 mana total)
-Starts as a 1/1, may not be your most aggressive start
-Sinking mana into a body can result in removal blowouts but at least it's instant speed
Avacyn's Pilgrim G
+Accelerates you into your higher curve cards
+1 point of power occasionally relevant over Hierarch
-No exalted and only producing white means this is only copies 5-6 of Hierach if you really want the acceleration
Student of Warfare W
+Mana sink for low curve builds / good top deck
+Can grow to a 4/4 double-strike (8 mana total)
-Starts as a 1/1, may not be your most aggressive start
-Sinking mana into a body at sorcery speed is vulnerable to blowouts
-Requires large amounts of W, only fits in Mono-White, or very slight splashes
Soldier of the Pantheon W
+Aggressive 2/1 body is above curve
+Lifegain ability can be slightly helpful against burn
Experiment One G
+Can grow to 3/3+ without further mana investment
+Can survive sweepers and destruction-based point removal by removing 2 counters
-Requires other creatures that enter with high stats / bad with creatures that enter as 1/1
-Poor topdeck
Boros Elite W
+Can potentially attack as a 3/3
-"Win-more": needs two other creatures on the board attacking with it to have good stats (ok vs linear, bad vs interactive)
-Starts as a 1/1, may not be your most aggressive start
Icatian Javelineers W
+One-time ping effect is good against decks with important X/1s, can also give direct damage
-1/1 body needs support to do much
Bloodsoaked Champion B
+Aggressive 2/1 body is above curve
+Can grind against destruction-based removal
-Cannot block
-Raid ability timing (second main phase) slightly awkward with playing humans first main phase for Champ/Lt
Grim Lavamancer R
+Repeatable removal good against small creatures like Burn, Infect, Dorks, Bob, Snappy etc.
+Direct damage can help close out some locked games
-Requires graveyard fodder and open R mana, both of which can be somewhat limited in Human builds
-Non-aggressive body
Monastery Swiftspear R
+Haste and 1/2 body is already above curve
+Potentially a 2/3 if you cast a spell per turn
-May not have enough non-creature spells to support Prowess well / must build around
-Clashes with Champ/Lt/Thalia design direction
+Forces many non-aggro decks to play 1-2 turns behind as they try to set up or stabilize
+Usually draws removal away from your other threats
-Easily answered by any removal spell
-Because tax is symmetric, can create problems casting our own spells, especially CoCo
-Her 2/1 First Strike body and ability can become irrelevant / outclassed against creature-heavy matchups
-Occasional legendary awkwardness
Dark Confidant 1B
+Card advantage, especially useful for grindier match-ups
-Painful, softens you to burn, requires Black and a lean curve
Mayor of Avabruck 1G
+Buffs other humans played both before and after him
+An unanswered, flipped Mayor can take over grindy games with 3/3 tokens
-Best in decks that go wide but still have good card draw (Thraben Inspector, Dark Confidant, Duskwatch Recruiter)
-As a 1/1 he is very fragile and does not help against red sweepers
-Can flip at inconvenient times
Metallic Mimic 2
+Gives all creatures that enter after it a counter that persists even if Mimic is removed
+Colorless casting cost makes it easy to cast in any list
-Must be in your starting hand & cast Turn 2 for full value, does not give the other entering creature a counter as a CoCo hit
-2/1 body is more aggressive than Mayor but still squishy
-Softens you to artifact removal / grows Tarmogoyf
Hamlet Captain 1G
+Gives all attackers or defenders +1/+1 regardless of when they entered
+Starting stats of 2/2 is as good as it gets for human lords
-Buff can be slow, must wait until he can attack the turn after playing
-Buff only applies to combat / doesn't help against damage-based removal or sweepers
Accorder Paladin 1W
+Battlecry can give you lots of power on a wide field
-Squishy, you will probably only attack once without some kind of support
-Buff only applies to combat / doesn't help against damage-based removal or sweepers
Jace, Vryn's Prodigy 1U
+Looting effect aids deck consistency -- humans don't have many other options for filtering
+Flipped Jace can help grind against interactive matches by re-casting CoCo or other spells
-Your deck needs a minimum of 8 spells as flashback targets
-His 0/2 body is bad in matchups where you need to apply pressure rather than grind
Skyship Plunderer 1U
+Evasive 2/1 flyer can be a good beater & decent topdeck
+Can buff Champ/Lt for faster clock, refresh your energy for Brawler, or otherwise help with counters
-Softens you to ping effects
Duskwatch Recruiter 1G
+Mana sink for card draw on a human body -- not many mana sinks in human tribe
+Syngerizes with Mayor to still get a buff on both flip sides
-It flips when you can't play a card, losing card draw ability and instead reduces the cost of playing cards (which you probably don't have)
-2/2 grounded body is mediocre beater
Burning-Tree Emissary (R/G)(R/G)
+"Free" spell that gives you RG back
+Useful for dumping your hand quickly, letting you cast one more card off of CoCo, or getting G mana through Blood Moon
-RG mana that's produced requires some building-around to be useful
-Grounded 2/2 body not a great attacker on its own
Voltaic Brawler RG
+Highly efficient and evasive beater, 4/3 trample for 2 mana
-Limited energy for pumps
-May be somewhat color intensive
Lightning Mauler 1R
+Can give self and/or another human haste
-2/1 grounded body is somewhat fragile for attack
Abbot of Keral Keep 1R
+Can sometimes give you a free extra card
+Can be a 3/2 if you play a spell each turn
-Must build deck with lots of non-creature spells, conflicting with Champ/Lt
-Bad play on turn 2, wait until Turn X to play, where X = your top CMC + 2
-Flipped card, even if castable, may not be useful on the turn it's flipped
Auriok Champion WW
+Lifegain over time significantly helps stabilize against Burn
+Protection from Black and Red renders her immune all common removal except Path
-1/1 body not very aggressive
-Double white casting cost restricts manabase choices somewhat
Grand Abolisher WW
+Slows down instant speed decks, effectively turns off counterspells
-Double white casting cost restricts manabase choices somewhat
Saffi Eriksdotter GW
+Can act as a psuedo-spellskite to protect key cards
+Cards returned to the battlefield trigger ETB abilities again
-Cards returned to the battlefield lose any counters they had
-Only protects against non-exile death
-Legendary status can occasionally present awkwardness
Grim Flayer BG
+Could be a 4/4 trample
+Potential to "super-scry" when he connects
-Awkward in human archetype, you cannot support Champ/Lt with enough humans and also trigger delirium in a manner that's fast or reliable
Hanweir Militia Captain 1W
+Can potentially be a large creature that poops out more tokens
-"Win-more" only flips if you already control four creatures
-Slow, checks for flip only on upkeep
Glint-Sleeve Siphoner 1B
+Quasi-evasive 2/1 Menace can be an ok beater
+Optional card draw at 1 life might be less painful than Dark Confidant
-Unless you have more Energy support, you won't draw a card until two turns after you've played her
+Flying, Haste, Vigilance 3/3 is both a good beater and a good blocker against aggro
+Efficient stats make for an ideal topdeck that helps even when you're behind
-Color intensive, likely need to shock yourself to play on curve
-Typical 3-drop potential for tempo blowouts against Bolt/Push/Path
Anafenza, The Foremost WBG
+Her 4/4 body is above curve and she enters beyond the reach of Bolt / Anger of the Gods
+Helps the rest of your team to slowly grow
+Graveyard hate ability shuts down Melira combo, but may come in too late to stop Dredge (See RIP)
-Lack of evasion can keep her damage from connecting
-Color requirements conflict with Mantis Rider unless running 5 colors
Lyev Skyknight 1WU
+A decent beater, 3 power with flying
+"Pithing needle" ETB ability lets you temporarily interact with non-creature permanents
-1 toughness can be problematic against X/1 flyers or ping effects
Reflector Mage 1WU
+Generally good tempo vs creature-heavy decks
+Bounce effect is especially useful against large Delve or Eldrazi creatures, and bypasses "on death" triggers
-Gives the opponent another ETB or on-cast trigger
-Not always helpful against creature-light control decks
-Sorcery speed 3-mana interaction is too clunky to interact with some decks like Infect
-A grounded 2/3 may be mediocre for more aggressive builds
Fiend Hunter 1WW
+Indefinitely exiles creature rather than bouncing, *might* keep something off the board longer than Reflector mage
-Can be instantly removed to neutralize exile effect, unreliable against decks with more than 4 removal spells
-Not always helpful against creature-light control decks
-Sorcery speed 3-mana interaction is too clunky to interact with some decks like Infect
-Usually won't attack at all in order to stay alive and maintain exile
Knight of the Reliquary 1GW
+Can enter as a 4/4+ and grow from there
+Can alternatively be used as a dork
+Allows you to tutor specific lands (Gavony Township, Ghost Quarter, etc) if there's room in your manabase
-Requires building your list with lots of fetches, Forests, and Plains
-Lack of evasion can keep her damage from connecting
-Sometimes enters as a 2/2 for 3 mana
Tireless Tracker 2G
+Can grow to 5/4+ while also generating Clue Tokens for card advantage
-Requires building your list with lots of fetches
-Lack of evasion can keep her damage from connecting
Eternal Witness 1GG
+Re-buying CoCo can be back-breaking in grindy matchups
+Grab a fetch back if you're stuck at 3 mana and need to cast CoCo
-1/2 body is not very aggressive
Renegade Rallier 1GW
+Returning a 2-drop permanent directly to the battlefield can give great tempo
+Can also ramp by returning a fetch
+3/2 body is still fairly aggressive for a grinding tool
-Requires building your list with lots of fetches, high impact 2-drops
-Must have fetches, clues, or other means of trigger Revolt late in the game
-Cannot re-buy CoCo
-Worse at grinding vs. Exile-based removal compared to Witness in CoCo builds
Thalia, Heretic Cathar 2W
+Heavily taxes greedy manabases, neutralizes haste, and taps down new blockers for a turn
+3/2 First Strike body is ok in aggressive builds
-Most effective when played as early as possible, best paired with acceleration for play on Turn 2
Hanweir Garrison 2R
+Produces two 1/1 human tokens each time it attacks, rapidly buffing Champ/Lt and developing your board
+Brings you back from some games you don't have business winning otherwise
-Without support the 1/1 tokens are easily chumpable
-Due to lack of evasion, may not get a chance to attack and generate tokens if outclassed by opposing midrange beaters
-Somewhat slow, no ETB / immedaite ability, haste, or on-death value for a 3-drop
Izzet Staticaster 1UR
+Ping effect is devastating against tokens, X/1s, Affinity, Infect, etc.
+Haste and flash make her slightly less clunky than Reflector mage in some matchups
-0/3 body means she won't belong in the main outside of specialized metas
Magus of the Moon 2R
+Can turn off Urza lands, and generally mana-screw opponents
-Easily neutralized compared to Blood Moon, especially by decks running Bolt
-Most practical in WR lists to keep mana denial asymmetric
Liliana, Heretical Healer 1BB
+Lifelink helps against burn somewhat
+Slowly grinds out value against non-exile removal once she flips
-Requires double black to cast
Xathrid Necromancer 2B
+Helps you grind against destruction-based point removal and sweepers
+Technically passes the "Bolt Test" as he replaces himself when bolted
-Not useful against exiling removal: Path, Anger of the Gods, Ugin/Karn
-His 2/2 grounded body exerts poor pressure
There is a process for taking over existing outdated primers, instructions here.
Please follow this procedure to have a revised version of your Primer applied to the existing thread and let's close this side shoot so we don't split conversation or lose old insights.
As for revisions I would try to present the cards and decks in a more neutral tone. Don't bother trying to convince people certain cards are objectively better or worse... each card will perform differently depending upon the shell that it's in and the local meta that it's facing. For instance, Reflector Mage could be mediocre in a control-heavy meta, and Dark Confidant could be troublesome in metas with more burn / fast aggro or too costly in decks with painful manabases. And so forth. After you share some tournament successful lists and a few representative brews I would just stick to a reference list of humans, sorted by CMC, neutrally describing what decks or strategies a card helps against, what it synergizes with, and what its limitations, drawbacks, or deckbuilding constraints are. Here are some examples:
Noble Hierarch G
+Accelerates you into your higher curve cards
+Exalted lets her still contribute to combat while tapping for mana
+Eases mana pain by providing G/W/U
-Not suited for low-curve, wide aggro strategies
Kytheon, Hero of Akros W
+Aggressive 2/1 body with high reward ceiling as a potential 4/4
+Front and back side indestructible abilities give him limited, situational sweeper resistance
-Best suited to lists that can get him attacking with two other creatures ASAP, i.e. low-curves, haste etc.
-Legendary status presents very occasional awkwardness
Thraben Inspector W
+Defensive 1/2 body is above curve
+Clue token is card advantage
+Clue means she can be an ok draw at nearly any point of most matches
-Starting with 1 power makes her not very aggressive
I'm happy to help with more reference notes in the future.