[Detention Vortex] - temporary removal for most permanents is nice. Can turn off equipment that hasn't been attached, or certain enchantments, as well as daunt a blocker. Being cleanly answered by anyone with enough mana is a feature, not a bug.

[Star Pupil] - nothing special, honestly, but there is a non-zero amount of counters support. This could be fine, but isn't necessarily thrilling.

[Symmetry Sage] - I honestly really like that this is defensive but a shock-magnet while making tokens and other blue creatures into a potential clock. Blue creatures are on a curve, at present, and I think "interesting and maybe good" is likely worth testing.

[Lash of Malice] - In most cubes, I think this is a clean Disfigure that occasionally turns into a shock. It's second Disfigure way more often in this cube, but green and white especially support Grow and Voltron. This seems clearly better than my copy of Nightmare's Thirst.

[Professor's Warning] - counters support is fine. Indestructible is a big, fleshly, good combat trick. I think I love this.

[Unwilling Ingredient] - my colleague Omniczech called this a black Thraben Inspector and it is clearly not. But I love it, and I love what it offers as an evasive threat and potential card draw.

[Hall Monitor] - Solid pun, weird ability but an acceptable mana sink. I still have some subpar red creatures like Mogg Sentry. This can find room.

[Charge Through] - I've liked incidental card draw in green and white. I wish it were a buff and trample, but green has quite a bit of grow.

[Valentin, Dean of the Vein] - I'm still torn on this. Valentin is good enough to test, but my friends are monsters who will pretend they are supposed to be able to cast the four drop side because it's available.

[Team Pennant] - Complex equipment with clean secret upside for kobold of kher keep? I love it and I will take two.

[Zephyr Boots] - Flying is good enough. Looting makes this pretty good. +1/+0 would be a slam dunk.