Trove of Temptation
The deal here is unusual: you compel your opponents to throw bodies at you, and in exchange you bank a Treasure for the trouble. The compulsion clause does the heavy lifting. It strips defenders of the option to hold back, which warps the math of any board stall in your favor: their attackers come into your removal, your blockers, your incidental damage, on their terms made yours. Pillow-fort effects usually buy time by discouraging attacks; this one inverts the premise, forcing the swing while quietly profiting from it. The Treasure trigger reframes the whole card as a slow value engine rather than pure deterrence: at your end step it offsets its cost, fixes colors, and feeds whatever you want to do with the bodies you just absorbed. What complicates that promise is the forcing clause pointing both ways: it is pressure, not protection, and it can shove an aggressive board into your face whether you are ready or not. It only forces "at least one creature," too, so a committed attacker loses little by obliging. That tension is the design's whole personality. It rewards a controlling shell that can punish forced attacks (sweepers, deathtouch blockers, fight effects) while ramping toward something bigger on the Treasures, and it punishes the pilot who reads it as a defensive wall. Where goad turns attackers away from you, this points them at you: a compulsion built for a player who wants the swings to come and has a plan for what to do when they arrive.

