Midgame is where we're strongest, currently. Those aren't bad designs (though they are a bit fragile, they all die to one Dies to Removal), but adding more force to where we're strongest is going to have diminishing returns.
Oh, and you forgot to choose rarity between Common, Uncommon, and Rare, and flavor text would be nice as well.
We have four designs this phase, though, and we don't necessarily need to spend
all of them on our weak points.
Let's revisit our card distributions. I'm not counting our starter cards, here.
Pure Red: 4
Pure Yellow: 1
Pure Black: 2
Pure Green: 2
Pure Pink: 1
Not the most relevant, but noteworthy if we want to use any color-related effects.
0 Rads: 6
1 Rads: 2
2 Rads: 3
4 Rads: 1
7 Rads: 1
X Rads: 1
I really suspect they're going to appeal our Hospital, after how effective it's proven to be. With how high our rad generation is, we could feasibly create some more high-cost, high power or medium cost cards, but we're still a bit lacking in the early game, despite everything.
Critters: 5
Stickies: 7
Tricks: 2
We still don't have very many Tricks, but I think it's normal to have fewer Tricks than Critters and Stickies, since Tricks don't create a lasting board presence. Tricks should be specialized tools, and both our Colony and Treason fulfill that.
...
But you know, we still don't have dedicated Sticky removal.