I evaluate these cards based on Meta, as their initial value is very dependent on what is on the table. What decks do they hit when initially cast, and how much are they worth to be color changed.
Chill: Stops red aggro decks by itself if played early.
Color Change: Potentially taxes the whole table for a LOT.
Circle of Protection: Black and Circle of Protection: Red: Included for now because they are fun, fit the theme and I don't want to make another deck of mine run Propaganda and Ghostly Prison. I don't value them very high in terms of power but I will test them nonetheless. I included Red and Black as they are the most aggro colors. Maybe Green is better because they usually have big creatures. Who knows.
Color Change: Protect you from the colors of the biggest threats.
Compost: Does not really do that much early on, but depending on how many aristocrat decks are in your meta this card has real potential.
Color Change: Increase likely hood of triggering by a ton and boy oh boy if someone wants to play mill.
Douse: High initial Cost for nothing, hitting red initially is not the best for this.
Color Change: Can lock a player completely out of the game if necessary. In a late game 1v1 this can potentially counter anything they play while Tuvasa goes in for the damage.
Dream Tides: This slows EVERYONE which is perfect for us. Tuvasa doesn't untap anymore but hey she still provides Card advantage.
Color Change: get rid of green so Tuvasa untaps and as we only really need to untap her this never costs us more than 2 per turn. Also lock out another color from untapping completely. As Tuvasa is 3 Colors we need to be careful as White or Blue are also bad for her.
Glaciers: Not directly a Color Changer, but we have ways to alter land types as well. This is our version of blood moon.
Landtype Change: Mono Color Decks will shiver when they see this.
High Seas: Red and green are good hits, especially if you got some elves and goblins in your playgroup. This deck doesn't play a lot of creatures, so the tax on green is not even bad.
Color Change: Tax the decks that are most represented color wise or want to play a lot of small creatures.
Insight: When this comes early, green is usually a great color to hit as we can benefit from most ramp spells.
Color Change: Tax the deck with the most cantrippy play style to draw a bunch of cards
Justice: Again we hit the red decks with this which is perfect for this kind of card. It triggers not only when we are dealt damage but for anyone! Sadly, this doesn't protect us from getting killed instantly as to how the stack and players leaving the game works, but still a good incentive for player to keep things slow.
Color Change: If we only have one blue mana up, everyone needs to be on their heels for an instant blow out when they deal damage.
Lifeforce: Very green intensive and slow. Hitting black is ok though.
Color Change: A more clunky Douse in my opinion. Will see how it plays.
Light of Day: Helps survive against Creature Decks. Green or red would be better, but black is alright.
Color Change: A complete attack and block lock on the most creature heavy color on the table. Can also help make Tuvasa unblockable.
Nature's Wrath: Expensive but hits two colors. Blue is a bit awkward though.
Color Change: Get rid of the blue taxing and make it the best color instead. This really starts to hurt when a player casts a lot of two colored spells as Nature's Wrath will trigger twice in that case. Also Token Decks hate this, as they essentially can't develop their boards anymore.
card:Reclemation: Another Card to keep us from getting killed. Hitting Black is ok as most black decks don't have plenty of lands in play.
Color Change: The most dangerous Color among Creature based decks at the table will be taxed hard for attacking.
Sphere of Law: Potential Save from red Aggro. There is one for each color, so choose the one that is most likely to deal small instances of damage to you in your playgroup. I don't rate this very Strong but as I mentioned I don't really want to include Propaganda or Ghostly Prison.
Color Change: The wheenie, burn or small token deck please.
Thelon's Curse: Nice Stax piece to slow the game. We can pay blue no problem and don't have lots of creatures anyways. Other than that blue is the worst color to hit initially.
Color Change: What? Your White/Black/Red/Green deck does not have access to blue mana? How sad, looks like you're not untapping for a while.
Tidal Control: This card is Madness. Hits green which is not the best. Cumulative upkeep is a bummer of course but hey, countering a spell for 2 life sounds fun doesn't it?
Color Change: Get rid of green and make it black if the table allows and enjoy the Chaos.
Wrath of Marit Lage: Red doesn't get a break. Shuts them down pretty good. 5 Mana is a lot but this is another potential lock piece.
Color Change: Most Dangerous Color doesn't untap anymore.
Southern Paladin: Red is the most played color in my playgroup. But there is also one that natively hits Black permanents.
Color Change: Gets rid of anything that is not colorless.
Order of the Sacred Torch: Black is ok. A bit slow, but with the investment we can counter spells in later turns, basically for free.
Color Change: Tap to counter any spell is very juicy.
Llawan, Cephalid Empress: Blue is not the best color to hit, but it also doesn't affect us.
Color Change: Most played Color at the Table wont get to cast creatures anymore.
Absolute Law and Absolute Grace: Protect from the Most removal Heavy Colors. Affects All creatures on the board and incentivises to attack as some creatures can't block anymore.
Color Change: Adjust as needed to be unblockable and so on
Carpet of Flowers: Mana for us
Color Change: More Mana for us