I've made a version 2 of Mind-Link, as controlling our Deck is pretty critical.
I'm hesitant to allow searching for 0, since it would make for a significant spike in consistency with little investment. This card would be more likely to fly if the 'one Rad to conceal what you fetched' was mandatory (ie the card costs 1 Rad and always conceals).
Name: Endless Bureaucracy
Effects: [other stuff]
If this card is destroyed or discarded it is returned to play under its owner's control
Regenerating indefinitely is one thing (a powerful thing), but "play for free if discarded" isn't something to just tack on to an already decent card.
Other than that, I think this could work. Rebellion Threshold of 4 is maybe a bit high, especially since nothing about the card forces you to use that last activation until it's too late for the opponent to do anything with it.
Name: The Blood Engine
Cost: 5 Rads
Effect:
At the end of each of your turns, you may destroy up to 3 of your Critters and place that many Blood Counters on this Sticky. If there are ever 10 or more Blood Counters on this Sticky, you win the game.
When this Sticky would be destroyed while there are 3 or more Blood Counters on it, remove 3 Blood Counters from it instead. If this Sticky is destroyed, you lose the game.
Rarity: Unique
This is fine, or maybe even underpowered. Your opponent has at least 3 turns to find an answer to it, it has a high Rad cost, and those ten tokens you sacrificed could've gone a long way to winning you the game anyway. The losing-the-game risk factor counterbalances the regen ability. I think I'd let this through as written, and can imagine buffing it after seeing it in action.
Name: Redcoat Regiment
Cost: 1 Rad
Color: Red
Type: Critter - Soldier
Effect:
At the beginning of your turn you may spend 1 tea, if you do not - add a rebellion counter on this card.
Rebellion Threshold 3
Strength-vitality: 50 - 50
Feels a bit hands-on for a Red critter- other than the tea upkeep it's just a bruiser. The Rebellion Threshold is a little high- you get 3 attacks without paying a single Tea, by which time if it isn't dead already you're probably winning by a fair margin.
Name: Whaling Ship
Cost: 0
Effect:
At the beginning of your turn you may spend 1 tea to gain 1 rad, if you do not - add a rebellion counter on this card.
Rebellion Threshold 3
Naval
Strength-vitality: 0 - 10
This is underpowered. It's basically a more vulnerable Sticky, and it costs Tea, and it has a Rebellion Threshold- it's much worse than Old Reactor.
Name: Battleship
Cost: 4
Effect:
Naval
Instead of attacking you may deal 20 damage directly to a critter or player
Strength-vitality: 80 - 70
Rarity: Unique
This is quite strong. Naval is evasion and resilience combined, making it a potent force multiplier, and it has that artillery ability on top. 150 stats for 4 Rads is baseline, and while being Unique provides more potential to work with, not enough for this. I'd probably slash the Strength to 50 if this wound up on my desk- which would also make it feel more in tune with Black.
Name: Called Shooting
Cost: 0?
Colour: Pink
Effect: Each time You or a Critter you control deals damage this turn, instead of reducing Vitality, you may Destroy a target Sticky with Rad Cost no greater than Damage/10
This could have a very high ceiling... but I think I'd let it through without major changes- anticipating potentially having to rebalance it after seeing it in action.
Name: Eminent Domain
Was already discussed.