Bullwhip
A pinger with a leash attached. The damage half is the familiar artifact-Tim template: pay two, tap, plink a creature for one. The compulsion clause is where the real design sits. Forcing the damaged creature to attack converts a small repeatable ping into a combat-step lever, a way to drag an attacker into a swing it would rather not take. The phrasing matters: "if able" means the compulsion only bites when the creature can legally attack, so a tapped, summoning-sick, or otherwise restricted creature simply stays home. The play is to ping a creature whose controller is holding it back as a blocker, then force it forward into something larger, or simply strip it from the back line for a turn so your own attack lands unopposed. The cost of the forced attack falls on the opponent's board math, not their life total, which is the brake that keeps this from reading as removal; it is a manipulation of who is committed to combat that happens to chip a point to set the manipulation up. The doubled cost (four to cast, two to activate) and the timing (the attack has to be declared on the affected player's turn) keep it from running as a free engine. It sits with the cards that weaponize compulsion rather than damage, paying off in a deck built to punish creatures that would rather stay home.
