Dulcet Sirens
Forcing combat is a strange lever in blue, the color least equipped to capitalize on it. That mismatch is the whole strategic point: this isn't a card that wants you attacking, it's a card that wants two other players attacking each other. Tapping to point an opponent's creature at another opponent turns blue's natural passivity into a weapon, manufacturing political tension at multiplayer tables where the threat of a redirected attacker is worth more than any single swing. The timing is exact and worth understanding: the ability creates an attacking requirement, so it has to land before attackers are declared, typically in your beginning-of-combat step or on someone else's, not in the middle of a combat already underway. You aren't rewriting a swing that's happening; you're dictating, in advance, where a creature has to point when its controller's combat comes around. The morph shell layers a second deception on top of that. A face-down 2/2 reads as filler, so a player who has been ignoring it gets little warning that the body sitting across the table is a recurring combat-director. The 1/3 underneath is deliberately inert, a defensive frame built to survive the turns it spends tapping to engineer someone else's bad attack. It is a goad effect built in the era before goad existed as a keyword, and it works on the same principle: you don't kill the creature, you decide where it has to go.
