W, T, Sacrifice Patient Monk: If any creature would leave play this turn, it instead is removed from the game at the end of the turn. Ignore creatures leaving play as a cost of a spell or ability.
There's no good way to word that, but you could try something like:
W, T, Sacrifice Patient Monk: If any creature would be destroyed or suffer lethal damage this turn, instead remove that creature from the game at end of turn.
That avoids little issues like the game being a draw if you try to play a second copy of a Legend that's already in play (legend rule attempts to put both in the graveyard, fails, tries again, fails, etc. No one gets priority, drawing the game).
G, T, Sacrifice Patient Druid: You mana pool doesn't drain till the end of your next turn.
Should be (based on upwelling):
G, T, Sacrifice Patient Druid: Until the end of your next turn turn, your mana pool doesn't empty at the end of phases. (This effect stops mana burn.)
U, T, Sacrifice Patient Scholar: Until end of turn, whenever a spell would resolve, remove it from the game instead. At end of turn, put all spells removed from the game this way back on the stack in the order cast.
This should be something more like (based on Ertai's Meddling):
U, T, Sacrifice Patient Scholar: Until end of turn, whenever a spell would resolve, remove it from the game instead. If you do, at end of turn, put that spell on the stack as a copy of the original spell.
R, T, Sacrifice Patient Fireslinger: You cannot lose the game this turn.
That effect doesn't do much, since if you're at 0 life, you'll just lose at the beginning of the next turn.
Also, that kind of protection effect is
in no way red. Sure, it protects you from a huge Earthquake or something, but red isn't even supposed to protect itself from stuff like that, plus this also protects you from your opponent's efforts to kill you, which is not at all red.
B, T, Sacrifice Patient Necromancer: All cards that all players would draw this turn are instead drawn at the beginnning of his or her discard step.
Should be more like:
B, T, Sacrifice Patient Necromancer: if a player would draw a card before the end step this turn, that player skips that draw. If he or she does, at end of turn that player draws a card.
Now on power levels, the white one is okay, the green one is really bad, the red one needs to be some other effect anyway, the blue one is ridiculous since it counters stuff like combat tricks, and the black one is probably good.