...if you wanted more cards, you should've told me, I have some made, but I didn't want to "take over" the thread by my own cards...I'm waiting for people to submit more cards...
Anyway, here:
___
Strikesky Minion (2B) (3/2)
Creature – Minion
At the beginning of your upkeep step, pay 1 or sacrifice Strikesky Minion.
If you paid R, Strikesky Minion gains First Strike until end of the turn.
If you paid U, Strikesky Minion gains Flying until end of the turn.
*A 3/2 for 3 mana is not bad, and MAY BE undercosted to some people, so I added the little upkeep. The upkeep could be a drawback, or...a drawback with a slight advantage. I don't think it's undre costed at all: Pretend it's a 3/2 for 3 mana with either Flying, for an upkeep of U, or First Strike, for an upkee of R...or, JUST an upkeep of 1, which is NOT that bad.
___
Glimmermight Guardian (3W) (2/5)
Creature – Guardian
At the beginning of your upkeep step, pay 1 or sacrifice Glimmermight Guardian.
If you paid U, Glimmermight Guardian can’t be the target of spells or abilities until your next upkeep step.
If you paid G, Glimmermight Guardian gains +1/+1 until your next upkeep step.
*To start off, a 2/5 for 3W may be a bit undercosted, but the upkeep should punish that. Don't look at this card as a 3/6 for 4 mana, or a 2/5 that can't be targeted for 4 mana...look at it as a 2/5 for 4 mana, with an UPKEEP of 1.
___
Hopestrike Beast (2G) (3/3)
Creature – Beast
At the beginning of your upkeep step, pay 2 or sacrifice Hopestrike Beast.
For each W paid this way, Hopestrike Beast gains +0/+1 until your next upkeep step.
For each R paid this way, Hopestrike Beast gains +1/+0 until your next upkeep step.
*This is my favorite one, from all those >>mixed abilities<< cards. A 3/3 Green creature for 3 mana is surely undercosted...therefore, to punish Green's many mana sources, I gave it an upkeep of 2. If you mana to be playing Red or White, the upkeep could turn this 3/3 into a 5/3, a 3/5, or a 4/4...mostly depending on the mana you have...and better yet, you could "adjust" your own creature for a certain situation.
___
Cutlass Strike (1R)
Instant
As an additional cost to play Cutlass Strike, pay 1.
If you paid G, Cutlass Strike can’t be countered.
If you paid B, you gain 1 life for each point of damage dealt by Cutlass Strike.
Cutlass Strike deals 3 damage to target creature or player.
*I like this card a lot. It doesn't cost 2 mana like it look like, but 3. Note the "As an ADDITIONAL COST TO PLAY Cutlass Strike, pay 1". This, in the least, is 3 damage for 3 mana - yes, bad...but still playable. However, if you mana to pay G, you'd have a counterless Lightning Bolt, which is good. Note that Green and Red both dislike Blue - that's why you get a counterless version when you pay G. If you pay B, you get something really nice: basically, a drain life for 3.
___
Deathglow Mists (2U)
Instant
As an additional cost to play Deathglow Mists, pay 1.
If you paid B, all creatures gain -1/-1 until end of the turn.
If you paid W, you gain 1 life for each permanent in play.
Tap all creatures target player controls.
*Well, this is very powerful in Blue control decks. It does cost 4, but...if you pay W, you get to boost your life total A LOT, and if you pay B, you might even lash and slash a couple of annoying MOFOs.
___
Hooligan Mage (1UU) (3/4)
Creature – Mage
At the beginning of your upkeep step, pay 3 or tap Hooligan Mage.
For each W paid, you gain 1 life.
For each U paid, tap target artifact, creature, or land.
For each B paid, target player loses 1 life.
*What can I say? This is a personal favorite. A 3/4 for 1UU is truely broken...especially for Blue...but, the upkeep is a pain in the butt if you look at it. It basically "echos" forever - not good for a Blue mage, BUT...the upkeep could be just as annoying to the opponent as it is to you. Look at the many things you could do? It's like, mix AND match your favorite Magic spells.
___
Clone Magic (UU)
Sorcery
Look at target opponent’s hand and choose an Instant or Sorcery card there.
Clone Magic does the effect of that card.
“A full mind is a bad thing after all.”
*Don't look at this and say "broken". Think about it first. It costs UU, and is a Sorcery - meaning that you most likely will NOT be able to play countermagic if you play Clone Magic...but you get a chance to play an effect of any Instant or Sorcery card in opponent's hand. This can't be broken, since it heavely depends on the opponent's hand. With a Howling Mine, Clone Magic shine.
___
Mock Attack (WW)
Sorcery
Untap target creature that attacked you last turn and gain control of it until end of the turn.
That creature must attack this turn.
“Feel yourself turning against you.”
*I like the flavor text. Anyway...I think White should have a piece of revenge every now and then, and Mock Attack does just that. If a SoB is bothering you, make sure you show the opponent how it feels being attacked by whatever...Not that powerful, but good.
___
Providence (W)
Instant
Until end of the turn, whenever target creature is dealt damage, prevent that damage and you may pay 2.
If you do, that creature deals an amount of damage equal to its power to target creature.
*I like it. That's all I can say right now.
___
There, Istanbul...all the cards you could cuss, fuss, and whatever...about.