Well those were the allied colour charms - what about the enemy colours I hear you ask?
I thought just doing the same charm treatment again would be fairly dull, so I took a slightly different model - that of the Command cycle (Cryptic, Profane, Austere, Incendiary and Primal to be precise!).
Now I'm under the impression that the order for these sorts of cards matters greatly (so for example, in the case of Mutation Charm, the fact that it writes the tutor for a creature before the Dramatic Entrance means that you can put a creature straight into play if you want). Am I right?
Resurrection Charm Sorcery R
Choose two - Destroy each creature; or search your library for a creature card with converted mana cost equal to or less than the number of lands you control and put it into your graveyard; or return target creature card in a graveyard to the battlefield under your control; or exile target player's graveyard.
Intelligence Charm Instant R
Choose two - Return target nonland permanent to its owner's hand; or return target instant or sorcery card in a graveyard to its owner's hand; or target player draws a card; or ~ deals damage equal to target player equal to the number of cards in his or her hand.
Cyclical Charm Instant R
Choose two - Target player sacrifices a creature; or return target card in your graveyard to your hand; or destroy target noncreature permanent; or search your library for a land card and put onto the battlefield.
Righteousness Charm Instant R
Choose two - ~ deals 3 damage to target creature or player and you gain 3 life; or gain control of target creature until end of turn, untap it and it gains haste until end of turn; or creatures you control get +2/+2 until end of turn; or ~ deals 2 damage to each creature.
Mutation Charm Instant R
Choose two - Search your library for a creature card, reveal it and put it into your hand; or put a creature card from your hand onto the battlefield; or put a +1/+1 counter on each creature you control; or each creature you control gains flying until end of turn.