Disturbed Slumber
Turning a land into a creature is one of green's oldest tricks, but the compulsion clause here reframes what the animation is for. Most land-animation instants hand you a body and leave the combat math open: block or don't, attack or don't. This one bolts a must-be-blocked rider onto the attacking half, so when you swing with the transformed land, any defender able to block it has to commit at least one creature. You don't choose which blocker dies (the opponent still assigns their own blocks), but you do strip away the option to simply take four and move on. On offense that forces a trade they would rather refuse: lose a creature into the 4/4, or, if the land carries evasion of its own, watch the clause do nothing while four connects. On defense the requirement is inert, since it only applies while the creature attacks, so the instant-speed value there is cleaner: after attackers are declared, animate a land into a surprise blocker with reach and punish something that walked in expecting an open board. Reach matters because the natural quarry is fliers a ground stall can't touch. Haste only becomes relevant when the land itself entered this turn; an established land needs no haste to attack. And the body is never truly free: it is still a land, so trading it away in combat costs you a mana source, a real 2-for-1 that makes the aggressive line a genuine commitment rather than a throwaway.
