Berserker's Frenzy
Forced-block effects are an old red trick with a narrow, brutal purpose: turn an opponent's creatures against themselves, alpha-strike a defenseless board, or bait a chump into a trade you designed. What sets this instant apart is the two-tier payoff bolted onto a d20 roll, keeping the higher of two dice. The floor is a broadcast Lure: you name any number of creatures and they must block if able, but you do not control the pairings, so a wide defender can still spread its blocks to blunt the swing. Clear 15 and the spell escalates into total combat authority, letting you dictate which creatures block and how, the version that walls a lethal attacker behind a single body or funnels an entire enemy line into one doomed creature. Rolling two dice and discarding the lower nudges the premium mode into a slim majority (a hair over half the time, versus roughly a third on a single die), so the ceiling is a coin flip you have tilted rather than a jackpot. The timing clause is the leash: castable only before combat or before blockers are declared, it cannot be held back to unwind a block that has already resolved, which forces you to commit ahead of the information you would most want. That constraint separates it from a fog or a combat reset; this is a tool for dictating a combat you can see coming, not for salvaging one that has already gone sideways.

