The only time you would play energy drain would be on the turn you expected to win. As such...it seems like a boring card and one that people would find really awful to play against. To answer your question, it seems very FK.
Last stand is missing some huge flavor. Because it's "last two stands" really. For it to be last stand, the unit needs to automatically die at the end of your next turn. You could word it that way easily. Not sure which faction that feels most like, could be Vans or SG...depends really on how it's flavored. Is this massive protection, healing...or is it charging in sacrificing yourself.
Those look so much like your designs, tns. One is even a straight copy of something we had discussed long ago.
I think you often try to overcompensate and overbalance your stuff. For example, two wounds on your summoner plus a wasted card for one wound on the other summoner is an atrocious deal, and very few people will use it. This kind of card is so deep into the subtle department that even pro players will have trouble using it to their advantage. You could erase most of the drawbacks and give it a cost, or make it free but conditional, much like regular catch-ups. If it's difficult to play, but playable, people will push their strategies towards that condition and that'll give the deck some flavour.
For the bodyguard part, you could just copy Cloak of Shadow and grant immortality for a turn to a champion. Or you could go like Shield of the Hopeful. You could even grant a temporary immortality, saying in your wording that the wounds keep accumulating, but aren't effective until a certain time. Something like: "Until the end of your next turn, this Champion Unit can't be destroyed by Wound Markers. At the end of your next turn, if this Champion Unit is to be destroyed by Wound Markers, place it on top of your opponent's Magic Pile."
So yeah, as they are, I wouldn't use your events much, either because of the too high challenge, or because of the wording (which we had discussed a lot). But I think you can keep the general idea behind those mechanics, simplify them, copy existing formats, and you could have good cards.
I don't feel like either is good. we want to improve common play, and that event encourages champ play. Now i like the idea of a last stand, try it with commons. how bout:
Play this card when a common unit you control is destroyed. put enough wounds on it so that it has 1 life left, and do the same to the next common you control that would be destroyed.
I would love this event in the vargath. It would be pretty effective. and, it would be good thematically. The vargath are all about staying in your opponents face, and shrugging off the killing blow to better the goals of your race is very vargath-y. energy drain is super unfair, ret can't play both his forced summons. And elien, no matter how wimpy he is, doesn't deserve that.
I shall mutate you.