I got the idea from my other thread:
http://www.themanadrain.com/index.php?topic=28592.0BLUE

Instant
If you control a swamp and no islands, you may pay

and discard two cards from your hand to play BLUE.
Seach your library for three cards that share the same converted mana cost and reveal them to your opponent. He or she choses one of those cards. Shuffle that card back into your library and put the other two cards revealed in this way into your hand.
BLACK

Sorcery
If you control a mountain and no swamps, you may pay

and sacrifice a red creature you control to play BLACK.
BLACK deals 2 damage to each creature. Target opponent loses life equal to the number of creatures dealt damage in this way.
RED

Enchantment
If you control a forest and no mountains, you pay

to play RED. If you do, your opponent may put two 3/3 Green Elemental tokens with defender into play.
Creatures you control get +1/+0 and gain haste and trample.
GREEN

Creature - Elemental
If you control a plains and no forests, you may pay

to play GREEN. If you do, this creature gains "As long as your life total is greater than or equal to each of your opponent's life totals, GREEN has defender".
Nonbasic Landwalk
4/4
WHITE

Enchantment - Aura
If you control an island and no plains, you may pay

and exchange control of target permanent you control with target opponent to play WHITE.
Enchant Permanent
When WHITE comes into play, tap enchanted permanent. It does not untap during its controller's untap step.

: Tap or untap enchanted permanent.

: Gain control of enchanted permanent.
Well, I don't quite know how well I worded the cards, especially their ACC. I tried my hardest to give each of these cards abilities that would match up with the two colors they represent. I also tried to make the drawbacks as in color as possible.
I am not sure if the white card is enough in color. It also doubles as a Neo Donate, which may spawn t2 combo deck craziness, but I don't know if it enough to worry about.
CURRENT WORDING:BLUE

Instant
If you control a swamp and no islands, you may pay
and discard two cards from your hand to play BLUE.
Seach your library for three cards with different names that share the same converted mana cost and reveal them to your opponent. He or she choses one of those cards. Put that card into your hand and remove the other two from the game. Shuffle your library afterwards.
BLACK

Sorcery
If you control a mountain and no swamps, you may pay
and sacrifice a red creature you control to play BLACK.
BLACK deals 2 damage to each creature. Target opponent loses life equal to the number of creatures he or she controls dealt damage in this way.
RED

Enchantment
If you control a forest and no mountains, you pay
to play RED. If you do, your opponent may put two 3/3 Green Elemental tokens with defender into play.
Creatures you control get +1/+0 and gain haste and trample.
GREEN

Creature - Elemental
If you control a plains and no forests, you may pay
to play GREEN. If you do, this creature gains "As long as your life total is greater than or equal to each of your opponent's life totals, GREEN has defender".
Nonbasic Landwalk
4/4
WHITE

Enchantment - Aura
If you control an island and no plains, you may pay
and exchange control of target permanent you control of your opponent's choice with target opponent to play WHITE.
Enchant Permanent
: Tap enchanted permanent.
: Gain control of enchanted permanent until end of turn.