Norritt
The second ability conscripts a creature the active player has held since the turn began, forces it to attack, and destroys it at end of turn if it doesn't: a coercion effect that can target a creature you don't control, which lands it close to what goad would become much later, except the penalty for refusing here is death rather than a wasted combat. The timing window is doing the real structural work. The ability can only fire before attackers are declared, so the choice resolves while the active player can still respond by sending the conscripted creature into combat, meaning Norritt either reshapes their attack math or removes the creature outright. The blue-untap clause reads like vestigial design intent, a Johnny knob that hands the body a second mode and ties this Imp loosely to a color that has nothing to do with it. None of it amounts to a strong card, and it never did: the 1/1 body taps to do exactly one thing per turn. The draw is historical. This is early Ice Age design reaching for player-on-player combat interaction the rules engine of the time wasn't built to express cleanly, a coercion effect assembled from destruction and a forced-attack clause years before the game had a tidy keyword for the idea.
