Whoa, that's a lot.
Okay, let's get down to business then.
Name: Reincarnation
Tech level cost: 7
Effect: Send two character cards from the Afterlife to Nonexistance to bring a character of your choice to your hand.
I'm assuming you're bringing the character card from the deck to your hand as the last bit of effect. I don't have a problem with this effect other than I think 7 is a bit low of a cost for this. Not to mention this looks more like magic than it does technology. I'd raise the cost to 11 or 13.
Name: Pax
Life: 60
Tech Level: 10
Effect: Destroy this planet to bring three characters of your choice from the Afterlife to your hand.
Flavor Text: The original planet of the Paxans, the Imbellis and Bellicus fought for centuries over control of it.
Don't have much of a problem with this either except the amount of characters you pull from the afterlife. To counterbalance this, I would suggest that you either 1. reduce it to two or only one character, 2. Have the effect cost some soul or tech levels.
Name: Xap
Life: 40
Tech level: 20
Effect: Once every two turns, take a Feat card of your choice from your deck to your hand.
Flavor Text: After the destruction of Pax, this planet was formed from the sense of humor of the Gods. When the Paxans were reincarnated, they built fast, becoming much more technology oriented.
I'm not sure how I feel about this one. The effect is pretty nifty for a tech deck, and it's a good way to get your characters back from the grave if used for the reincarnation feat, but I sort of feel uneasy about it. Perhaps lowering the life by 5 or 7 and the tech level by 3 would make up for it. It'd also be a good idea to include when you can do this effect, like the effect phase or end phase and such. I would lean more towards the end phase, so you can't spam a feat you just got, and it forces you to think ahead.
Name: Savor, the Summoner. Kick cost of two
Type: Character
Attack: -
Life: 15
Soul: 30
Effect: Every other turn, you may bring one summon to the field without paying the Soul cost.
Flavor Text: Apathetically drifting through dimensions, Savor is a lost soul.
You'll have to be more specific on 'every other turn.' I assume (like the last effect) it's every two turns or so. Life is a tad low for a kick cost of two though, might want to raise it to 20. The effect can probably work for every turn, just as long as it's only once per turn.
Name: Mutehell, Summon
Tech level/soul cost: 3
Life: 20
Attack: 7
Effect: When it's life drops to 5 or lower, it's attack increases to 10.
Flavor Text: One of Savor's favorite summons, these creatures have their mouths sewn shut, or else they could defy a summoners incantations.
I like this one. I'd say to either raise the cost or lower the life and this one would be ready to go.
Name: Vymirror, summon
Tech level/soul cost: 2
Life: 30
Attack: 3
Effect: Every time this card is attacked, add one to it's total attack.
Flavor Text: A creature that absorbs magical energy and deflects most projectiles.
This one is pretty good too. I'd raise the cost by at least 2 or 4 at least.
Name: Houbtbewerker-class, unit
Tech level/soul cost: 8
Life: 20
Attack: -
Effect: Every turn, this card may bring a unit of your choice to your hand.
Flavor Text: The first space ship made by the Paxans, these ships have numerous Pocket Dimension Generator holds for unlimited storage capabilities.
No problems with this other than raising the cost to about 10 or 11. I assume you're getting the free units from the deck though.
Name: Vechter Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: Ever time a character or unit is attacked, roll a dice. If 3 or 6 is rolled, that card is stunned and unable to attack until this cards next turn.
Flavor Text: The second generation of Schildwacht, the CQC robots have shocking tentacles mounted on their back.
This is one of the few I have a problem with. I recognize that to make up for it's effect, it's health is low. However, the effect it gives pretty much makes your units or characters invincible (if you have a lot of luck, of course.), and that's a bit much for something that only costs 1. There are a few things I would do to fix this card;
1. Raise the cost.
Of course. This wouldn't fix the problem, but it'd at least keep it from happening too early in the war for anyone to do about it, so by the time someone got it out, it'd be in the heat of things where it's protection actually mattered.
2. Lower the chances. <-- Suggested
Maybe making it to where only landing on 6's would mean protection?
3. Add a drawback. <-- Suggested
Like, 'if you fail, the attacked character/unit takes 5 more damage.' or so, or maybe the first time it fails, the card itself is destroyed.
Name: Jaeger Schildwacht, Unit
Tech level/soul cost: 1
Life: 12
Attack: 5
Effect: If this card survives three consecutive turns on the battlefield, bring a unit card of your choice to the battlefield, skipping the tech cost.
Flavor Text: The second generation Schildwacht, these long range robots have a variety of brutal weaponry.
Alright, nothing against this. Like the effect too, and considering how low the health is compared with the low cost as well balances this out. It'd be a challenge to keep it alive, but I'd say it's worth it for the effect.
Name: Groot Schildwacht
Tech level/soul cost: 3
Life: 20
Attack: 8
Effect: This cards attack is doubled when attacking a planet.
Flavor Text: Three times the size of your average Schildwacht, these first generation robots have yet to be branded obsolete.
I'd say raise the cost to 7 or so and that would be it.
Name: EMP
Tech level cost: 5
Effect: Cancel the effect of a Feat card used this turn. This card cannot effect the EMP feat card.
At this point in time, I must say the last bit of negating EMP cards has to be taken off. At the moment, there's nothing else that negates feats or stuff like this, so it'd be only fair for (right now anyways) to have this feat for playtesting for continuous negating.
I'm not saying anything is wrong with the card, we might revisit it later to add it back in, but for now, no 'cannot negate emp' effect. (Yes, I realize it makes no sense to negate a actual EMP with a EMP, but meh.)
Name: AM Field
Tech level cost: 5
Effect: Cancel the effect of a Spell card used this turn. This card cannot negate the AM field feat card.
Don't see any reason why it'd be able to negate AM field. This is a feat card, and the card negates spells. x{D
Name: AP/AT Field
Tech level cost: 8
Effect: For the next three turns, your opponent cannot place any cards on the battle field.
To balance this, I would suggest that
both players are effected, or the cost is raised pretty high up there (like make 18 or 22.).