I'll wait until AE comments before forming any concrete opinions, but I will say this: Psycho City+Torari or alone and Lord Syarote are major broken in combo.
Pfft...you're just saying that so you can go "What AE said" later, you lazy person. xD And no, Ritual monsters can't be normal summoned or set; that's an innate ruling of the card type, you ignorant child you. *Swats ACC with a rulebook*
As for the alleged synergy between the guardians and Begone, Knave!...actually, that's a load of nonsense. When building a knave deck you are basically interested in four types of monster cards: 1. Cards that do stuff when you summon them, 2. Cards that only get to do their trick once after being summoned, 3. Cards with higher-than-usual stats that suffer penalties if they stay on the field 4. Vulnerable cards with battle damage effects. The Guardians don't fit the bill. With Serret you'd first have to find something with an Atk of 1400 or lower (In attack position, might I add) to bounce it away and trigger the destruction, and using the destruction trigger effect would leave you with a monster on your field, which goes against the knave principle (The whole point of Begone,Knave! is that you have an empty field all the time, turning Smashing Ground, Brain Control, Soul Exchange, Cyber Dragon, recruiters etc. into dead cards for your opponent). Nishien would royally suck as S/T removal for this type of deck. I mean think about it: what face-down worth destroying would let a 4-star 1700 Atk monster deal battle damage before it's activated? Common sense, please, common sense. Breaker is already a far superior choice in S/T removal for knave decks (Seriously, the constant bouncing (and thus infinite supply of on-summon spell counters) really puts the 'Break' into 'Breaker' o.o) and Zynthre only removes the monster for one turn so it's not a permanent fix. Ironically, the only one you didn't mention in conjunction with knave seems to be the one with the most potential to abuse it: Infernis. A direct attack with knave out results in a clean 3000 damage (2000 battle, 1000 burn(, putting you ahead in the LP race, while the 2000 Atk makes it a formidable beatstick in its own right. Seriously, though, with knave decks you don't want something that will require you to ditch a card with each summon ("you must still offer monsters from your hand or field...").
As for the jar argument. The difference here is that Morphing Jar #2 in a Magical Explosion deck also runs the risk of dumping its own win condition in the process and burn strategies can be countered. Now don't get me wrong: my first semi-coherent deck was a Morphing Jar#2 flip-fest; I know it's powerful, especially when the flipped jar sets a bunch of Koalas and/or Stealth Birds as well as another jar which you can flip next turn to exchange the flips again, but it's also far more vulnerable to countering than Exodia (Des Wombat, anyone?). Point taken about the harmfulness, although in all honesty both jars can, depending on the situation, eat through the better part of most decks. It's all in the luck of the draw. Like that one time when my opponent's Morphing Jar #2 sent one monster into my deck and then proceeded to discard - I kid you not - Heavy Storm, Graceful Charity, Shrink, a couple of minor traps (I think it was Bottomless Trap Hole and something), and Mirror Force before finding its way to the only tribute monster in my entire deck; a solitary Airknight Parshath. Yeah, that sucked. My opponent, on the other hand, shuffled in three cards and only ended up discarding a copy of Owner's Seal. <.<
Aaaanyway, on the psycho heroes *Deep breath*:
Kysarani: Freakin' brutal. o.o Combine this with an Atk booster of some sort and you could easily find yourself chipping of the better part of your opponent's life points in one fell swoop. Oh well, at least the ritual requires crappy monsters.
Farakar: Sort of makes me wish I knew what level those damn e-heroes were. Is Wildedge in that category or was that an 8-star? o.O Well, at least we aren't pulling shining flare out so it seems okay.
Surate: Yay for ritual substitutes.
Korraga: The first effect is sort of hard to utilize since you still need those normal e-heroes to get this one out in the first place. Still, it's a burning beatstick in its own right, so why not?
Psycho Signal: Ritual pulls out ritual, eh? Interesting, although this calls for quite a bit of ritual monsters in your deck to pay off.
Psycho Dash: So I hear you like Senet effects? Wouldn't use this myself since psycho heroes are already hurting for deckspace as it is. No need for an additional dead draw that may or may not turn out to be useful.
Psycho Cut: I think I'll stick to effects that power up those subpar Atk stat instead, thanks. Though I must admit that this combined with Kysarani or Korraga is a pretty tempting prospect.
Psycho City: Aaaand psycho heroes just took the next step in the power up direction. I've got to ask, though: does this make Ourouse a zero-star? Pretty wild.
Kuraku: Yes, Frostweaver, we
do hate Terraforming. ;3
Hartori: Another much-needed Atk boost, though in all honesty I have a hard time figuring out how you're going to fit these, normal e-heroes,
and ritual psychos into the deck without completely clogging it up.
Urnar: Ouch...just ouch. x.x Maybe restrict that burn to ritual-based heroes?
An Ominous Whirlwind: So basically it's a trumped-up Typhoon? A bit situational, but it can be a pretty devastating set.
Psycho Cross: Yay for replenishing, though this doesn't solve the problem of how to consistently play the darn things so you can recover them.
Dark Plot Twist: So now big psychos can be offered for small ones, eh? Considering that Korraga has now become a viable tribute for Surate I'd say that this just about renders A Hero's Unexpected Fate obsolete.
Torari: Another easing on the tributes, though how to make a consistent system of them is still anyone's guess.
Psycho Refill: Compensation is cool and all, but where the heck are we going to find the room to stick
this one in? x.x
Psycho Lord - Syarote: So yeah...just screw most of the other psychos and focus on getting this and Ichaste out so you will dominate the rest of the game? Need I say that this is pretty breaktacular? xD
Whew, on to the next ones then:
Ganondora: Yeah, basically a weaker Demise.
Phyrandorras: Yeah, the current environment is sort of not very conductive for this card.
We already have Nobleman and Shield Crash to deal with flip effects and most face-downs will just chain to this.
Carnax: It's not worth bothering with that troublesome five-star requirement. One lower and the Channeler would weep with joy over this, though. Although in all honesty, we already have Dragon's Rage to provide the piercing damage. :3
Harogigas: Yes, evil indeed, though personally I think that Shrink is the best way to dispose of this since the card effect isn't doing the removing in that instance. Either that or tribute it with Brain Control or Soul Exchange. It's still a good card, though.
Ritual Slash: Yeah...sort of pointless as it is. Maybe make it continuous? As it, I think that only Icha's psycho heroes with their crazy tribute requirements are able to really exploit this.
Reviver of D.: Yes, with this wording it's clear that the effect must be triggered right at the moment when the dragon goes to your graveyard. Don't really see anything wrong with that.
Ritual Burial Grounds: I think I'll stick with my own field since tribute material is a lot easier to draw into at random than specific ritual spells. ;3
Summoner of Dark Dragon: Indeed, this is pretty hefty. Maybe put a level limit on that dragon it can summon? Mystic Tomato pulling out something that becomes Harogigas is prety wild.
King of the Blackland: Going to have to concur with Icha here. This one pretty much turns Harogigas into a god. O=
Ritual Engine: You copycat, you! >O
Medieval War General: Fair enough, though I don't really see a need for that last provision.
Medieval Infantry: Meh, if you only want it to be usable on summon the just change the effect to "When this card is Normal Summoned successfully, you may Special Summon 1 "Medieval Cavalry Soldier" or "Medieval Archer" from your Hand". As it is, this would let you summon any number of those monsters as long as you normal summoned this one. Mhhmmm...additional Marauding Captain for a very specific monster line. Not bad at all.
Medieval Cavalry Soldier: See above for how to word that effect. So this is a monster line characteristic? Pretty brutal, though I think a lower Atk is called for here. Optionally, you could balance it out by adding Spear Dragon's effect (Making it a piercing attacker that is forced into defense after each attack) in there. Basically, this could use something to make it more than just a stronger version of infantry.
Medieval Archer: Again, see above. And again, this could use an additional effect of its own to distinguish it from its two comrades.
Overall, those four are a promising set and play well with the warrior theme of rushing, but like I said: give the three their own specific effects (in addition to the summoning) to give them more distinct roles in the set.
Elemental Warrior: Yeah, not worth the bother. How about you make it similar to the other elemental monsters? That is, make it so it gains effects when the right attributes are on the field. (I.e. one effect if there's a wind monster on the field, another if there is a fire monster on the field, and a third if there's a water monster on the field) Sort of like Element dragon. :3 With that summoning cost I'd expect more compensation.
White Fang: Ehh...fair enough, I suppose.
Aaaand I'm not even dignifying the king of stink with a review. So moving on...
Flame of the Netherworld
Continuous Trap
This card can only be activated during your opponent's Draw Phase. While this card is face-up on the Field, both players draw two cards instead of one during their Draw Phases. During each Standby Phase, the turn player selects one card from his/her hand and removes it from play.
Is this a set in the making or just a random loose card? Place your bets now. xD