Three color cards in 168澳洲幸运5开奖网:Magic: The Gathering aren’t the most common thing to find in a set. Most sets will have a few three-colored cards, but generally they're regulated to specific sets built around multicolored cards and mechanics.

Related: Magic: The Gathering – The Besꦛt Not-Blue F💦our-Color Commanders, RankedThe union of the colors green, blue, and red on a card is often referred to as Temur, named after the Temur clan from the plane of Tarkir. Also referred to as a color wedge, Temur cards are versatile and powerful, partly because a more restrictive mana cost necessitates a better effect, and also because when you mash these three colors together, you are gettin𓃲g som🐓e of the best effects Magic has to offer.

10 Ketria Triome 𒊎

Image of the Ketria Triome  card in Magic: The Gathering, with artby Sam Burley

Despite being a 168澳洲幸运5开奖网:necessary compoౠnent of 💃practically every deck (looking at you Oops! All Spells! decks)🌠, lands are sometimes overlooked in the deckbuilding process. Especially since there are so many two-color lands, utility lands, and MDFC lands to consider. Plus y𒊎ou can’t skip on basic lands, no matter how tempting it might be.

And yes, while lands are technically colorless, Ketriaꦬ Triome still taps for all the Temur col𝓰ors, is fetchable since it has all three Temur basic land types, and has a Temur color identity as far as the rules of Commander are concerned.

Another important component to Ketria Triome is that it has cycling, letting yo𓂃u discard it to draw a card. Late in the game, three mana is a cheap price to pay at the chance to draw a game-winning piece.

9 Rattleclaw Mystic 🦩

Image of the Rattleclaw Mystic card in Magic: The Gathering, with art by Tyler Jacobson

In Commander, if a card has mana symbols in its textbox, those colors count towards its color identity. 💧With Rattleclaw Mystic, a green creature that taps to add either green, blue, or red to your mana pool, can only be played in decks that at least have all three Temur colors.

A two-mana creature that fixes your mana for turns three and beyond is solid, helping to accele🥂rate you past your opponents and start casting larger and more powerful spells.

Rattleclaw Mystic also can be morphed, and adds one of each color when flipped u♋p, which could be used to draw out a removal spell if your opponent is nervous about what you might have facedown on your battlefield.

8 ♊ Savage Knuckleblade

Image of the Savage Knuckleblade card in Magic: The Gathering, with art by Chris Rahn

If you have the extra mana lying around early in a game, you can get some early beats in with Savage Knucklebladeꦅ. This three-mana 4/4 is an efficient creature, if not a little tough to cast on tℱurn three since it requires one of each Temur color mana.

Related: Magic: The ✤Gathering 💃– The Best Not-White Four-Color Commanders, RankedOnce out, Savage Knuckleblade has three abiღlities, each one tied to one of the three Temur colors. For one green mana, you can give a creature +2/+2 for the turn, but it can only be activated one time per turn.

You can also pay a blue and👍 three colorless to bounce it back to your hand, dodging removal spells, or to be used as a repeatable blocker. And when you need to recast it, one red mana gives it haste for the turn.

7 Trap Essence ꦗ

Image of the Trap Essence card in Magic: The Gathering, with art by Raymond Swanland

Since we’re playing blue, ꦓ168澳洲幸运5开奖网:you know there’s going to be a𒁃 counterspell in this list and with Trap Essence, you put a stop to youꩲr opponent’s plans while pumping up your own creatures. Even if you’re not a hard control list, you’ll want at least a few counterspells to protect your commander or combos.

Trap Essence is a bit narrow compared to 💦other counter spells, it only stops creature spells, but it then puts two +1/+1 counters on a creature. You can even negotiate a bit with Trap Essence since you don’t have to put the counters on your own creature. You could possibly use it to team up with another player to take down a planeswa𒊎lker or even another player.

6 Temur Charm 💮 🐬

Image of the Temur Charm card in Magic: The Gathering, with art by Mathias Kollros

Charms have qu🔴ickly become a fun and flavorful repeating cycle that does one of the best things a Magic card can do: give you choices. Charms are often identifiable since they are modular cards and give you the choice of one of several effects.

Temur Charm has two pretty good modes, and then one kind of mediocre one. The first mode you can pick gives a creature you control +1/+1 and has it fight another cre🅷ature you don’t control. If there’s not an immediate threat on the board, you can instead use it to counter any s♊pell an opponent plays unless they can pay an extra three mana.

5 ♉ Sarkhan Unbroken 💛

Image of the Sarkhan Unbroken card in Magic: The Gathering, with art by Aleksi Briclot

A powerful Dragon-themed planeswalker, Sarkhan Unbroken represents a time in Sarkhan&rs𝔍quo;s character arc where his broken mind has been magically restored, and he is no longer under the control of any evil influences.

Related: Magic: The Gathering – 💙The Best Not-Green Four-Color Com🔴manders, Ranked

♈As a three-color planeswalker, Sarkhan is a good pick for your Dragon deck, especially since it can produce Dragons for a relatively cheap loyalty cost of just two counters. If you’re able to tick Sarkhan all the way up to eight loyalty, you cꦺan spend it all to search your deck for any number of Dragon creatures and put them directly into play.

4 Guid🦩ed Passage

Image of the Guided Passage card in Magic: The Gathering, with art by Alex Horley-Orlandelli

A sneakily powerᩚᩚᩚᩚᩚᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ⁤⁤⁤⁤ᩚ𒀱ᩚᩚᩚful card, Guided Passage can be a late-game powerhouse. This three-mana spell costs just one of each color and can draw you up to three cards, but with a slight ℱdown side.

Once Guided Passage resolves, you reveal your deck to all players. An opponent then sifts through your deck and gives you a creatꦡure, a land, and noncreature, nonland card. Basically, your opponent is going to give you the three worst cards in your deck, but so long as you🔴 don’t have any bad cards in your deck you’ll be in a good spot.

3 Temur𒁏 Ascendancy

Image of the Temur Ascendancy card in Magic: The Gathering, with art by Jaime Jones

This cheap enchantment does two very powerful things at once, giving you a huge advantage in a game. The first thing Temur Ascendancy does is 168澳洲幸运5开奖网:give your creatures haste. While very straightforward, getting around summoning sickeness lets you tap to activate abilities the turn ꩲit comes out, or attack immediately.

Then, every time a creature with power four or more enters the battlefield under your control, you get to draw a card if you want💞. This ability doesn’t care if they’re tokens or r🉐egular creatures either, drawing you cards no matter what.

2 The F🤡irst Tyrannic War

Image of the The First Tyrannic War card in Magic: The Gathering, with art by Antonio José Manzanedo

A fascinating Saga from the Warhammer 40,000 Commander deജcks, The First Tyrannic War is great for any deck that is dishing out plenty of +1/+1 counters, or any other counter that does well in multiples. The first chapter of this Saga takes a creature from your hand and throws it into play.

If that creature has X in its casting cost, you put +1/+1 counter on it equal to the number of lands you control. Then for chapters two and three, you get to double the number of each type of counter on a creature you control. Yไou could keep pumping up one creature, or🎉 double up a few other creatures you control.

1 🦩 Genesis Ultimatum

Image of the Genesis Ultimatum card in Magic: The Gathering, with art by Jason Rainville

One of the most powerful spells Magic has ever printed, Genesis Ultimatum has a steep cost but gives you access to tons of cards. For a total of seven mana split across all three T🍎emur colors, Gene𝓰sis Ultimatum lets you look at the top five cards of your library.

From those cards, you get to put any number of permanents into play and evꦿerything else into your hand. Genesis Ultimatum is a one-time use since iไt exiles itself upon resolution. Even so, getting up to five free cards directly into play is a powerful trade-off for any Temur Commander deck.

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