Provoke
A combat trick built from the defender's side of the board: instead of pumping your own attacker, it commandeers an opposing creature, untaps it, and compels it into combat. The design point is the untap clause, which lets it drag a creature that is currently tapped (an attacker that came in on the previous turn, a mana dork already used, a creature held back and tapped for some other purpose) back into the fight as a forced blocker. Note the limit: the conscripted creature must block if able, but the defending player still chooses which of your attackers it blocks. The forced block is a removal enabler more than a removal spell itself: pair it with an attacker that outsizes the dragged-in blocker and you trade their creature for a card, or yank a key defender out of position so the rest of your team gets through. The cantrip is the quiet part that makes it worth a slot. Combat tricks usually carry the risk that an opponent simply does not take the bait, leaving the spell stranded with nothing to do; this one replaces itself unconditionally, so the floor is a card off the top and the ceiling is a kill arranged entirely on your turn. The idea predates the Provoke keyword that later showed up stapled to creatures: here it lives as a one-shot instant, forced-block tempo distilled to its cleanest form, with the draw covering the downside that usually keeps such effects out of a maindeck.



