Going to be critiquing these cards based on two points : the status effect in a vacuum, and the card it was "mounted" on.
Reanimated feels awkward at first, but the more I look at it, the more I think it'd be interesting to see a small series of cards designed around reanimation even if it's a tad klunky. It'd need the right ideas to be implemented on, but Necromancer is a good first example to me.
Probable Survival feels complex to the point the card doesn't feel like it explains everything that it should about the status. Given that the card is a generic "inflict status spell", that doesn't seem like a good thing.
To quite frank, Sick feels very plain and weak to me design-wise, though I think this perceived weakness is due to the fact it was mounted on a "generic inflict status spell" in the form of Witch's Breath. The status itself doesn't exactly pop, but if treated with a
lot of care I think it could be one of those simple mechanics that looks a lot better on slightly complex ideas; as is, treads the line between "full of potential" and "too boring/redundant with a straight-up effect" to me.
Phase feels like the right balance between simple and complex. It actually fills an interesting sort of niche in the meta, but I'm uncertain if it could be implemented across multiple cards like Purify could or like Gravity Pull currently has been. Promising, needs to be handled with care if developed across multiple ideas.
I honestly adore the idea of Berserker, but the ability to repeatedly attack enemy creatures needs to have some kind of cap on it somehow to prevent it from getting too out of hand, in my opinion - perhaps a berserk creature should still have a chance to hit the opponent even if there are enemy creatures? The spell itself is fairly plain but if this one is done right I can see it going places in multiple elements. Solid concept.
Crumbled feels like the weakest status here in terms of quality, IMHO; it's only a few steps away from being Poison, right down to the fact that it can be cured with Purify. The creature it's mounted on feels decent, to the point where I feel like it would've actually been better as an ability instead
Blindness is a cool idea, but I'm worried about the lack of a counter to it and the fact the idea it was introduced on clearly encourages spamming it up to 100% "miss rate". If the miss cap was limited to 75% or something like that, I'd probably be more willing to get behind it, but as it currently is, this feels like it could be nastier than some of the best defenses in the game if exploited right/designed wrong (Fractal Wisp = nasty business). Needs a bit more hammering out IMHO, because as is it doesn't feel like there was enough attention given to how exploitable this card could be.