Thanks everyone for the collective effort, and for getting the pack to a finish!
I aim to judge this today. 
Feedbackmelono Markin Cavediver: Strong start to the pack. Love the flavor text, and
spelunking N is a neat ability that makes for interesting decisions. I'm glad you get the land back when it dies, otherwise it would be too much of a drawback. Even this way, it might be a little cumbersome to play with. Power level seems right. Nice art choice.
pernicious Fungal Hulk: Straight-forward biggie with a fun flavor text. Good art. Feels strong, but not excessively so. Seems there was a pushback against going lots of multicolor, but I can image a small number in the set. This fits well in that.
Mossify: Haha, awesome flavor text! I like the green "removal" here. Very flavorful and fits the setting so well!
Permeating Darkness: The first instant in the pack! I like that it's a better-costed
Darkness that makes use of Night. Neat flavor text as well. Clean design.
Moldbreaker Pickaxe: Great flavor! First artifact of the pack, and fitting for uncommon. I like that it basically gives the equipped creature retroactive
spelunking 1. Not sure if this is what you intended, but the way you have it phrased is that the Equipment needs to leave for the lands to return. I think it would have been better if it tied the land return to the equipped creature instead. The cost/power of the card feels good, though.
Fermat Shimmering Gecko: I like the flavor of the plane where day and night are dictated by the creatures, instead of the day/night dictating the creatures themselves. Neat twist/re-using of an existing mechanic in your
bioluminescent ability! Well-costed/powered card. Great flavor text that highlights the mechanic. Feels like a supporting card that introduces the mechanic, would have been nice to see a "first strike while attacking if its day" or something like it, to make use of the day/night cycle on the card directly.
lordpat Sharded Turtle: Solid creature, and I like the Prism token idea! Nice flavor text. I'm glad you didn't keyword creation of Prism tokens, since I don't think there should be too too many being created; but a few cards supporting it fits well. Glad you thought of color fixing for the pack!
Look for the Forgotten Cure: Like the enchantment subtype and
expedition N is an interesting twist on
hideaway N. If there are cards with scry, this can be a much more interesting mechanic as well. Putting the counters and gaining life feels good here as a reward for completion.
Falling Stones: The first non-permanent! I like how it ties in with the
landfallen ability as well as giving use to the Prism tokens once they are not needed anymore. Great world-building flavor text here. 4-mana at sorcery for 4 damage feels weak, even if it can draw. I think could have been 5 damage or an instant to trigger some
landfallen effects as a combat trick.
twintania Seeker of the True Light: I like that you added a Human here as a Scout. Feels like an explorer from the "alien" world outside of the caverns. Your art choice retains this mystery and foreign-ness to a race that is usually the most familiar to us. Great flavor text, and I like the
landfallen ability (maybe with a different name, though, and with only your lands triggering it and not anyone's land), and the scry on this, as it works well with both of the existing keywords in the pack:
spelunking N and
expedition N.
Crashing Earthworm: I like the mechanical tie-in of the day/night cycle where the card cares about whether it's day or night. The land-sac payment works with
landfallen, and likely would be used as a finisher, and not something that you just keep using. At a common, it feels just a little complex. I like the abilities and the feel of things becoming more scary with darkness. (Note that
worms and
wurms are different.) I wish it had
spelunking and its ability wasn't a land-sac, but putting the "spelunked" land into the grave as a one-time effect, to tie in with that mechanic more. But it's a great design this way too.
Mosssymbiotic Balloonfrog: Haha, that image is great. Glad you're continuing with the day/night matters. Introducing color matters here is an interesting direction. I might have wanted it to be "blue or <some other color>" to make it a force less mono-blue. Would have preferred if instead of that, it just had
bioluminescent.
Tunnelrunner: Our first enemy-colored gold card. Fitting for uncommon. Really neat design with using reach on a mole in a cave set, and combining it with unblockable is awesome flavor too! It feels appropriately costed and colored, and I like the re-use of
landfallen.
foureyesisafish Trokin Terramancer: The first non-Human creature with a class in the pack! Fitting for rare. It's also our first insect of the pack. It's nice land-fetcher that plays well in the set, and outside of the set, is amazing with the actual fetch lands. I like your "fix" on
landfallen. I think it's better that way too. I wish it's first ability was something to do with
spelunking instead of sacing a land, but that wouldn't have been as flavorful as your design. I wish it was higher toughness than 1. Maybe just as a 4-mana 2/2.
ResultOverall I'm quite pleased with how the pack turned out!
Landfallen turned out to be the main popular mechanic here, and I'm not surprised, since it feels like a wide design space (like landfall is). I like that most of the creatures just have a single subtype (so no classes), highlighting that most of the creatures don't really have cultures. Where classes were used, I liked their use. It would have been nice to see some more use of
spelunking and
bioluminescent. With the number of cards using
landfallen, I was a little surprised/sad to see the lack of land cards. I think some lands with abilities that cause them to be saced, or returned to hand, or exiled for N turns, would have made for a nice way to add some more consistency to
landfallen. Or even if they had ETB effects for re-use when they return after they are returned from
spelunking.
The flavor of the set came through really nicely in these cards, and I think the designs do have good cohesion, and made me be more interested in exploring the world more. Thank you everyone for participating over the last few months!
Three people stood out here:
pernicious ,
lordpat , and
twintania .
Third place is
pernicious , with card designs that fit well into this set, but not necessarily cards that add major mechanics to the set, but uses introduced ones well. They are flavorful and clean designs.
Second place is
lordpat with the creation of a couple of neat mechanics (Prism tokens and expeditions), and a card that works well with
landfallen.
First place is
twintania with designs that added meaning to the day/night mechanic, introducing the
landfallen mechanic and using it in various ways, and having designs that overall fit very nicely with existing mechanics designed by others as well. Overall their designs felt like they shaped the pack the most.
Thanks everyone!