I made Coerce/Inhibit as a test card for this cycle. They are all non-friendly colored, cool effect, split cards. Some of them utilize set mechanics from different sets for cool flavor. My problem is that I can't design bad cards. Some of them may be to strong.
B/W
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Coerce


Sorcery
Target player reveals his or her hand.
Choose a noncreature, nonland card from it.
That player discards that card.
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Inhibit

{W}
Instant
Until end of turn, target player
can't play instants or sorceries.
Draw a card.
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R/W
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Ruin

Sorcery
Destroy target non-creature artifact, it can't
be regenerated.
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Repent

{W}
Instant
Gain 4 life.
Cycling

{W}
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B/G
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Affliction


Instant
Two target creatures get -1/-1 until end of turn.
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Antidote

{G}
Instant
Regenerate all creatures you control.
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* note, antidote doesnt actually remedy affliction in this case.
U/G
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Halt


{U}
Instant
Counter target spell unless it's controller pays 2.
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Agress

{G}{G}
Sorcery
Put a 3/3 elephant token into play.
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U/R
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Ponder


Sorcery
Draw 2 cards, then discard 2 cards from your
hand.
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Desolate


Sorcery
Destroy target land.
Madness


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^This might be too strong.^
Edited Affliction/Remedy to be Affliction/Antidote. Weakened Poison.
Edited Ponder/Devastate to be Ponder/Desolate.