Incite War
Forced-attack effects rarely earn a slot because the payoff is conditional on a board you don't fully control: you make the opponent's creatures swing, then hope your blocks turn the trade in your favor. What separates this from a pure goad-style nudge is the second mode, which hands first strike to your team, and the entwine cost that lets a single card both compel the bad attack and win the resulting combat. That is the actual design idea: the entwine premium buys a combat swing where the opponent's creatures must charge into a first-striking wall and the math collapses for them. The timing constraint undercuts the clean version of the trap, though. To force the attack, the spell has to resolve before the Declare Attackers step, which means an entwined cast in the beginning of combat step shows the opponent your team has first strike before they are obligated to swing. They see the wall coming; they just can't decline. So the modes are not really mismatched, they are both pointed at the same combat, and the whole question is whether the forced attackers are worth more to you dead than the entwine tax cost you. Stapling two marginal modes into one playable card is the trick, but the ceiling stays low because both halves still need a board to matter. It reads as a combat puzzle for a player setting up a one-turn blowout, not a card that answers anything.
