Treva's Charm
One of the dragon-named charms from an early multicolor cycle, each a three-mana modal instant in the colors of a legendary dragon, and the three modes here map almost too neatly onto the allied trio that casts it: green's enchantment removal, white's answer to an attacker, and blue's looting. The white mode is the one that gives the card its teeth. Exiling an attacking creature dodges every regeneration shield and graveyard recursion that a destroy-based removal spell leaves room for, and because it can only target something already committed to combat, it functions as a defensive reaction that punishes the swing rather than a proactive removal slot you can fire on your own turn. The loot mode is the floor: when neither of the others has a legal target, the card refuses to sit dead in hand, smoothing a draw or pitching an excess land at instant speed. What keeps it honest across its three-color requirement is that the modes answer genuinely different problems (an enchantment on the board, a creature in the attack step, a clog in your own grip) rather than offering three flavors of the same effect. It stands as one of the cleaner arguments that a flexible answer card can pay a hard color cost without ever being stranded: there is almost always a mode worth choosing, even if it is only the one that swaps a card.

