The green one is very close to fair, based on Oxidize, but at that point it seems very redundant.
Do you mean why would anyone play this when they can play Oxidize? Well, it can kill Darksteel Colossus whereas Oxidize cannot. And it is a Burning Wish target, whereas Oxidize is not. And it removes the artifact from the game so that it cannot be brought back with Goblin Welder. If I made it 1G would it be do-able?
The red one is super abusive if your opponent taps out any time in the first two turns, and if he doesn't you're winning anyway.
Again, if I made it 1R and/or made it "Target player sacrifices a nonland permanent"? (That would actually make it better in many ways.)
Incidentally, that white one you made before is broken in constructed, and the black one was also too good (if it couldn't hit lands, it might be okay). It looks like that thread was never added to the master list, though.
Can elaborate on the white one? I understand the nonland comment about the black one (and the even the blue one). I can make it:
Usurp
B
Sorcery
Look at target opponent's hand and choose a nonland card from it. That player discards that card. Then that player may pay 1. If the player does, he or she may copy this spell and may choose a new target for that copy.
No, the cards were not added to the Master List, but I am interested in revisiting them and improving them.
Edit: Are these flawed because they can be played on your first turn when your opponent has tapped out for a one-drop or a spell (or before they have even had their turn in the case of the black one), thus eliminating the drawback of having it "chained" back to you? Or is that the point? Chain Lightning was played because many opponents didn't have red mana to tap, let alone two red mana.