Arcum's Whistle
Lure with the polarity flipped: instead of forcing an opponent's creatures into bad blocks, this drags one of their attackers out of the trenches and onto the spike of your own waiting blockers. The mechanism is a tax rather than a hard compulsion. Each turn, the controller of the targeted creature gets a buyout: pay its mana value and it dodges the compulsion, or send it in regardless of whether it wants to fight. The bigger the creature, the steeper the ransom, which means the Whistle scales its pressure against exactly the kind of expensive must-not-trade threat a control deck most wants to mug. The destruction clause is the enforcement arm: a creature that ducks both the toll and the attack gets blown up before the turn ends, so there is no clean way to wriggle free once it is chosen. The timing restriction (activate only before attackers are declared) closes the loophole that would otherwise let a player untap around the choice. It is a fiddly, slow, repeatable engine, the grinding tempo-and-attrition tool that the earliest expert-level sets produced in abundance before combat math got tightened up. The repeated forced attacks turn it into soft removal that doubles as a way to bleed a defensive board into your own blockers and removal.
