Prismatic Ending
The math is the whole pitch: each color of mana you commit raises by one the mana value ceiling of what you can exile. Cast it as a literal one-mana sorcery (X=0, one white pip) and you are limited to targets with mana value 0 or 1: a token, a one-drop, a Mox-style zero-cost artifact. Pay across three colors, and the same card exiles a three-mana planeswalker, an artifact, an enchantment, or a mid-sized creature. That structure quietly rewrote the pitch for greedy multicolor decks. Fixing your mana stopped being pure insurance against color screw and became an upgrade to a removal slot, because the answer scales with the exact resource a good manabase already generates. And it exiles rather than destroys, so indestructibility and death-triggers mean nothing to it. This is the most efficient catch-all answer white has fired, taking a mechanic that had mostly produced kitchen-table novelties and turning it into a load-bearing removal spell. The sorcery timing is the discipline that pays for the reach: you cannot hold it up to ambush a threat on the stack or blow out combat, and the ceiling is only as high as the colors your manabase can actually produce that turn against a target you can afford to pay for. The elegance is in how the incentive lines up with deckbuilding you were already doing: the more colors your threats demand, the more this spell can answer, so flexibility costs you nothing you were not already spending.








