Monstrous Step
The lure is the second clause, not the pump. A +7/+7 buff at sorcery speed is a serviceable finisher on its own, but pairing it with a forced block turns a combat trick into pseudo-removal: you inflate your attacker into something enormous and drag an opposing creature into its path, letting the +7/+7 crush the blocker in combat. It reads like a fight spell without being one, but the exchange is not free. Because the forced block happens inside a normal combat phase, the commandeered blocker still deals its damage back, so your creature can die too if it is small enough that +7/+7 does not survive the return swing. Absent trample, that block also stops your attacker cold at the defending player, so this is a trade for their creature, not a way to sneak damage past it. That combat-damage tax is exactly what keeps the effect in green rather than drifting into removal's usual colors: green does not get to point at a creature and destroy it, so this threads the needle through combat math and accepts the risk that comes with it. The sorcery clock sharpens the constraint further. You can only cast it on your own turn, so there is no ambush and no defensive use to bail out a blocker; this is an offensive tool aimed at an attacker you control. And the forced block lands only if the target is legally able to block, so evasion and can't-block effects slip out from under it entirely. Cycling for two is the concession to all that narrowness, turning a dead five-mana card into a fresh draw when no worthwhile target ever presents itself.
