I think using three hybrids for the mana cost is fine. It looks a little nicer, though idk what impact it'll have on actual gameplay.Quote from Legend »How would you feel about triple hybrid costs?
And/or making them like signets?
Rakdos’ Guildmage (Uncommon)
Creature - Devil Wizard
, : Add .
: Return a creature card at random from your graveyard to the battlefield. That creature gains haste until end of turn. Exile it at the beginning of the next end step.
Using a signet mana ability, or a filter ability, is an interesting option. Again, it looks nicer, as it now includes a mana cost to line up a bit better with how Guildmage abilities typically work. But it does draw attention to an interesting problem I hadn't seen before.
Let's look at the second ability for a moment. Assuming it costs " " and the same card can tap for black or red, that cost is actually functionally " , ". Because the same card can help pay for its own ability's mana cost, it effectively turns the mana symbols in that mana cost into color-tap hybrids, which means that the ability would have to be treated as a hybrid ability.
Using the signet mana ability yields the same result, as you're still paying a hybrid mana and four generic mana and tapping. So, here's my solution:
Creature - Human Wizard (U)
, : Add .
: Draw two cards, then choose up to three cards in your hand and discard the rest.
This way, the Guildmage can still help pay for its own ability, but you still have to invest at least one mana of each of each of its colors into it, making it safe as a gold ability.
Alternatively, I could just go the other way and design each ability as a hybrid ability anyway. What do you think would be better?