Taunting Arbormage
Lure has always been a build-around: glue it to a fat trampler and hope nobody has an instant to break up the pile-on. This creature folds that effect into a body and gates it behind kicker, converting a static enchantment into a one-shot combat instruction that resolves on entry. The distinction runs deeper than the wording suggests. Lure is a permanent an opponent can plan around across several turns; the compulsory-block trigger here fires exactly once, when it lands, and cannot be undone afterward by killing the aura's host. That reshapes the timing question entirely: you are choosing which turn to force the pile-up rather than maintaining a threat that telegraphs the block. Unkicked, it is a 2/3 that just holds ground, so the card carries its own floor without demanding the payoff. And because it has no flash, the trigger only bites on your own turn, which points the effect squarely at your attackers: kick it, drop it into a developed board, and aim the forced block at your biggest creature to trade it into a wall of blockers while a second trampler or evader gets through clean. It is Lure's design logic (compulsory blocking as a combat lever) rebuilt as a modular trigger rather than a permanent commitment, and the split between the cheap body and the expensive effect is what lets it earn a slot without needing to fire the swing every time.
