Jet's Brainwashing
Strip a creature's ability to block for one red mana and you have a Falter with a Clue riding shotgun: a modest tempo play that clears the way and replaces itself. Pay three more, though, and the character shifts entirely. The same target does not just sit the turn out; it walks to your side, untapped and hastened, ready to swing at the player who was leaning on it as a wall. That transformation, from "your best blocker stays home" to "your best blocker attacks you," is the sharpest reading of a threaten effect: it does not merely borrow the creature, it rewrites a combat step you thought you controlled. The Clue rides along on both modes, which is the quiet part that keeps the unkicked cast worth a card slot: even when you cannot afford the coup, the spell still pays you back. Four mana total for a one-turn steal is a real cost, and because the sorcery timing locks it out of the end-of-swing window, the borrowed creature has to join your own attack rather than ambush as a blocker turned assassin. It reads as one flexible line of text, but it is really two spells sharing a Clue: a cheap combat opener early, a game-ending redirection later.
