As far as balance, I think these lands are all pretty busted, esp if you had multiples in play.
The Red one is probably ok - but with 2 or 3 in play, this could be a big problem. Lets say you have two of these in play, A lava Dart, a Fireball, and a Chain lightning. So you cast CL the ability triggers twice. RR, now you cast Lava dart before CL resolves RRRR+RR-R, Now flash it back. RRRRR+RRRR = 9 red. So you get 3+1+1+9=14 dmg for basically 1 mana, and 2 lands.
The white one seems fairly terrible. If you have no way to spend the mana (instances or instant abilitys) then you could have a serious mana-burn problem on your hands. It would probably not see play.
The green one always gives you 2 mana, never more, never less - and you have to split it up. And you can't avoid the mana burn if you can't spend it.
This is strictly worse than the Blue one which alows you to not only add extra mana - but avoid the burn. And if you may have the option to untap Rav bounce lands, or Gaea's cradle or something that taps for more than one. Lastly, the "blue" one can litterlly be splashed into any deck with lands, you could add this to mono-red burn and draw benefit. Which means in any deck that would run the green one - you would be better off running this one instead.
"busted" but balanced with the others:
Burial Grounds
Enchantment Land
(Burial Grounds is not a spell
Whenever a creature you control is put into the graveyard from play, add

for each creature in your graveyard.
Probably would be fine as:
Whenever a creature you control is put into the graveyard from play, add

to your mana pool.