Archbishop's Charm WWW
Instant
Choose one --
* Create 3 1/1 white Cleric tokens with lifelink.
* Until your next end step, target opponent cannot cast noncreature spells nor activate abilities of noncreature permanents they control, except mana abilities.
* Destroy all enchantments
Pyromancer's Charm RRR
Instant
Choose one --
* Pyromancer's Charm deals 3 damage to target player or planeswalker and 3 damage to target creature that player or that planeswalker’s controller controls.
* Copy target instant or sorcery spell you control. You may choose new targets for the copy.
* Exile target artifact
Necromancer's Charm BBB
Instant
Choose one --
* Each opponent sacrifices a creature or planeswalker. If they can't they lose 3 lifes.
* Exile all cards from all graveyards.
* Put onto the battlefield under your control a creature or planeswalker card in a graveyard that was put there from the battlefield this turn.
Archdruid's Charm GGG
Instant
Choose one --
* Creatures you control gain hexproof and indestructible until end of turn. Tap them.
* Target creature you control deals damage equal to its power to target creature or planeswalker you don’t control.
* Untap all Forests. Exile Archdruid's Charm.
Pyromancer's charm should "Deal 3 damage to target player and 3 damage to up to one creature or planeswalker that player controls." so that you can always dome them for 3 if they don't have a creature in play.
Necromancer's charm should only be able to get creatures you own from the graveyard, otherwise its too cheap instant reanimation at 3.
I don't think archdruid's charm needs to exile itself for its third mode.
Necromancer Charm's sacrifice ability should be worded as: "Each opponent sacrifices a creature or planeswalker. Each opponent who can't loses 3 life". I think that getting an opponent's creature that died this turn back into play for is fair as you can get all creatures that died this turn for (Thrilling Encore).
Archbishop's Charm WWW
Instant
Choose one --
* Create 3 1/1 white Cleric tokens with lifelink.
* Until your next end step, target opponent cannot cast noncreature spells nor activate abilities of noncreature permanents they control, except mana abilities.
* Destroy all enchantments
Pyromancer's Charm RRR
Instant
Choose one --
* Pyromancer's Charm deals 3 damage to target player or planeswalker and 3 damage to target creature that player or that planeswalker’s controller controls.
* Copy target instant or sorcery spell you control. You may choose new targets for the copy.
* Exile target artifact
Necromancer's Charm BBB
Instant
Choose one --
* Each opponent sacrifices a creature or planeswalker. If they can't they lose 3 lifes.
* Exile all cards from all graveyards.
* Put onto the battlefield under your control a creature or planeswalker card in a graveyard that was put there from the battlefield this turn.
Archdruid's Charm GGG
Instant
Choose one --
* Creatures you control gain hexproof and indestructible until end of turn. Tap them.
* Target creature you control deals damage equal to its power to target creature or planeswalker you don’t control.
* Untap all Forests. Exile Archdruid's Charm.
Pyromancer's charm should "Deal 3 damage to target player and 3 damage to up to one creature or planeswalker that player controls." so that you can always dome them for 3 if they don't have a creature in play.
Necromancer's charm should only be able to get creatures you own from the graveyard, otherwise its too cheap instant reanimation at 3.
I don't think archdruid's charm needs to exile itself for its third mode.