Melee
This hands the attacker the defender's job. Cast it before blockers are declared and you decide which of your opponent's creatures block, and how they pair off. That control is the whole point: force the opposing wall to gang up on a single chump attacker, leave your real threats unobstructed, and pick which of their creatures die where they stand. The wording goes further than a simple Falter effect; it doesn't merely prevent blocks, it lets you actively assign them, so you can manufacture a fight in which your attacker survives and theirs does not. The untap-and-remove clause is the leash. Anything that goes unblocked gets pulled back out of combat untapped, which means the spell cannot double as a swing for face damage. You either connect and clear blockers the normal way, or you use it to assassinate creatures in chosen pairings while everything else is yanked home before it lands a hit. That is a real cost, not a bonus: it bars the obvious greedy line of orchestrating favorable blocks while your team rushes through unscathed. Five mana at instant speed during your own combat buys a one-shot reroll of the block step rather than a gain in raw board state. It comes from a mid-nineties moment when designers treated block declaration as a puzzle for the attacker to solve, an idea the game has revisited only rarely since.
