Uhh is that a three color hybrid or three two color hybrid mana symbols?
(G/U/B) or (R/U)(R/U)(R/U)
i'll go with the first
Gate Ward (G/W/U) (G/W/U)
Sorcery (U)
Put a 0/4 Wall artifact creature token named "Pit Gate" with "Sacrifice ~: Destroy target black enchantment or tap target red creature" into play under your control. It keeps the demons and dragons where they belong, in the pit.
Specified Destruction 2RB
Sorcery
Destroy target fortification and destroy target white or green creature. Hole in the wall/ Hole in his head/ Thought he could fix it/ now he is dead
- Folk Rhyme
Next: When inspiration strikes, pray it isn't with a sword.
Last Defense 5WWBB
Instant
Destroy all attacking creatures. They can't be regenerated.
If RRR was spent to play this card, destroy all lands target opponent controls. "The enemy suffered 100% casualties, destruction of their encampment, burned supply wagons, and razed forest for ten leagues around. Our side suffered a scraped knee."
Setting: Magic runs rampant, all creatures have some sort of ability, a small controlled power. Since everyone has these powers they aren't special anymore. Traditional spells are old hat. Into this tedium enters a group who are different, they allow the whole mana to flood through them without attempting to harness it. They act as conduits for the mana to affect the rest of the denizens.
Theme: Most if not all creatures have an activated ability. Most spells and abilities are targeted. Only, the mana conduit creatures and spells related to them have global effects.
Will of the Dominus 1(U/R)
Instant
Put a 1/1 blue and red human creature token into play with "If you control another blue permanent ~ gets +1/+1 and has shroud. If you control another red permanent, ~ gets +1/+1 and has haste."
Void Summoner 1UG
Creature- Human Wizard (Uncommon)
As an additional cost to play ~, target opponent chooses a non-land permanent you control, remove it from the game.
When ~ comes into play, if seven or less non-land permanents have left play this turn, search your library for a creature card with converted mana cost two or less and put it into play, then shuffle your library. if seven or more non-land permanents have left play this turn, search your library for a creature card with converted mana cost five or less and put it into play, then shuffle your library. If exactly seven, do both.
1/1 "I used to wonder why the number seven was so special, now I know." -Captain of the guard.
Chandra Savant 3UR
Planeswalker-Chandra (MR)
[+1]: Target creature cannot block this turn.
[-3]: Whenever a creature deals combat damage to an opponent this turn, you may draw a card.
[-9]: Return all non-land permanents target player controls to their owner's hands.
4
Unsteady Flight U
Enchantment-Aura
U: Enchanted creature gains flying until end of turn. ~ doesn't untap during its controller's next untap step. What goes up, turns upside down.
Next: "Coercion, persuasion, they mean the same to me."
Oddity Hedge Mage (G/B/R)(G/B/R)(G/B/R)
Creature-Goblin Hag
When ~ comes into play if you control two or more forests return a land from your graveyard to your hand. If you control two or more Swamps destroy target non-black creature. If you control two or more mountains deal two damage to target creature.
1/2
Tempest of Doubt 3UB
Sorcery
Target opponent's handsize is zero until the end of your next turn.
Until the end of your next turn whenever an opponent discards a card, that player loses one life.
Epic
Betcha Can't Eat Just One
Sorcery
Draw a card
At the end of your turn, draw a card.
At the beginning of you next draw phase, draw a card.
At the end of your next turn, draw a card.
When you play ~ any player may discard their hand. If they do, counter ~.
Next:
Confused Mystic 5UR
Creature- Human Wizard
Whenever a creature you control comes into play, it loses all abilities and becomes a 0/1 until end of turn.
Creatures you control have haste.
2/1
(G/U/B) or (R/U)(R/U)(R/U)
i'll go with the first
Gate Ward (G/W/U) (G/W/U)
Sorcery (U)
Put a 0/4 Wall artifact creature token named "Pit Gate" with "Sacrifice ~: Destroy target black enchantment or tap target red creature" into play under your control.
It keeps the demons and dragons where they belong, in the pit.
Sorcery
Destroy target fortification and destroy target white or green creature.
Hole in the wall/ Hole in his head/ Thought he could fix it/ now he is dead
- Folk Rhyme
Next:
When inspiration strikes, pray it isn't with a sword.
Flicher 2B
Creature- Human Rogue
Flich 2
1/1
"The only thing more fun that stealing from the dead, is stealing the dead."
Next:
Inspire
Instant
Destroy all attacking creatures. They can't be regenerated.
If RRR was spent to play this card, destroy all lands target opponent controls.
"The enemy suffered 100% casualties, destruction of their encampment, burned supply wagons, and razed forest for ten leagues around. Our side suffered a scraped knee."
Next:
"No."
Setting: Magic runs rampant, all creatures have some sort of ability, a small controlled power. Since everyone has these powers they aren't special anymore. Traditional spells are old hat. Into this tedium enters a group who are different, they allow the whole mana to flood through them without attempting to harness it. They act as conduits for the mana to affect the rest of the denizens.
Theme: Most if not all creatures have an activated ability. Most spells and abilities are targeted. Only, the mana conduit creatures and spells related to them have global effects.
Instant
Put a 1/1 blue and red human creature token into play with "If you control another blue permanent ~ gets +1/+1 and has shroud. If you control another red permanent, ~ gets +1/+1 and has haste."
Next:
Free round, any kind of token!!
Creature- Goblin Wolf
Haste, Deathtouch
Whenever you play a beast, ~ gets +1/+1 until end of turn.
3/2
Next:
A Elf Ninja
Creature- Human Wizard (Uncommon)
As an additional cost to play ~, target opponent chooses a non-land permanent you control, remove it from the game.
When ~ comes into play, if seven or less non-land permanents have left play this turn, search your library for a creature card with converted mana cost two or less and put it into play, then shuffle your library. if seven or more non-land permanents have left play this turn, search your library for a creature card with converted mana cost five or less and put it into play, then shuffle your library. If exactly seven, do both.
1/1
"I used to wonder why the number seven was so special, now I know." -Captain of the guard.
Planeswalker-Chandra (MR)
[+1]: Target creature cannot block this turn.
[-3]: Whenever a creature deals combat damage to an opponent this turn, you may draw a card.
[-9]: Return all non-land permanents target player controls to their owner's hands.
4
Enchantment-Aura
U: Enchanted creature gains flying until end of turn. ~ doesn't untap during its controller's next untap step.
What goes up, turns upside down.
Next:
"Coercion, persuasion, they mean the same to me."
Creature-Goblin Hag
When ~ comes into play if you control two or more forests return a land from your graveyard to your hand. If you control two or more Swamps destroy target non-black creature. If you control two or more mountains deal two damage to target creature.
1/2
Next:
A Dragon Ninja
Sorcery
Target opponent's handsize is zero until the end of your next turn.
Until the end of your next turn whenever an opponent discards a card, that player loses one life.
Epic
Next:
The Jungle
Creature-Dragon
Burn
RRR: ~ is unblockable until end of turn. ~ loses burn until end of turn.
4/4
Next:
A Any enemy color two color dragon.
Sorcery
Draw a card
At the end of your turn, draw a card.
At the beginning of you next draw phase, draw a card.
At the end of your next turn, draw a card.
When you play ~ any player may discard their hand. If they do, counter ~.
Next:
Confused Mystic 5UR
Creature- Human Wizard
Whenever a creature you control comes into play, it loses all abilities and becomes a 0/1 until end of turn.
Creatures you control have haste.
2/1