Island chains: The unstoppable idea is ok, but the permanent slowing makes it too strong. Also flood isn't commonly used as it is - this is too specific as you have to use another card for it to even have any effect. Perhaps instead
only - all damage from creatures is summated and dealt in single blow to opponent. This could mean any shield affects only reduce damage once instead of on every creature, but still keeps with the 'island chain' idea.
Woodland valley - good idea to have something like this, but individually too strong. Think about if this was played with otugh's it would make then OP. If it was limited to
creatures only I dont see the problem because none of them have any abilities that would be greatly affected by this.
Mountain range - with the upped freeze (congeal) already leasting 4 turns, adding another two would make artic squid, ice shield and icebolt all too powerful. Perhaps at the most 1 extra turn. regarding the burrowing - I dont understand the purpose - when would you ever want to burrow and unburrow in the same turn?
Canyon cliffs - dive already boosts a creatures normal damage above its cost, adding 1|1 each time would effectively add 2 damage each time. Yes this has been done in other creatures like forest spirit and lava golem, but if this card were to affect all creatures with dive, it could be very OP. Maby something like all creatures with HP<5 without an ability gain 'dive'.
Coastal estuary - too strong, you have essentially granted immortality to all death creatures and all future death creatures with a single card. Perhaps something more like - death creatures have a 20% chain to remain alive when killed. But I dont get the relation to coastal-ness?
Just generally these are too powerful if they relate to all creatures. If they were made element specific as in could only be used on creatures of that element that would be a start.