Imps' Taunt
Lure inverted: instead of redirecting blockers toward one creature, this conscripts an attacker, forcing a creature into the red zone whether its controller wants it there or not. The marriage of that compulsion to buyback is what gives the card its shape. Compulsory-attack effects are usually one-shot tempo plays, but the buyback clause turns this into a recurring tax on an opponent's defensive plan: pay the extra mana, send their best blocker headlong into a waiting ambush, and reclaim the spell to repeat the trap on the next combat. It is an aggressive control tool wearing a removal spell's clothes. The timing is the unforgiving part. Because the compulsion lasts only through the turn it resolves, the cast has to land before the combat you intend to exploit: at instant speed you can fire it on an opponent's turn ahead of their attack step, marching a creature you mean to punish straight into the open. Slip it in after combat has passed and the spell has nothing left to grab; it only bites a creature that still has an attack to be forced into. That window is the discipline the buyback reinforces: locking a creature down every turn means never developing your own board, so the engine asks you to have the punish already set up rather than improvise it. As design, it works the black tradition of manipulating where creatures point rather than whether they live, a control lever built from compulsion instead of destruction.

