Warmonger Hellkite
Forced-attack effects are usually a defensive trick worn as offense: you make the table's board crash into yours, then pick off what survives. This Dragon belongs to a small, mean family of cards that compel everything to swing, but it staples its own payoff to the compulsion. The pump applies to every attacker, not just yours, which sounds counterproductive until you remember who decides whether to fire it: you hold the ability at instant speed, so you can let rival creatures be forced into combat, watch the attacks get declared into one another, and then choose to pump only when the math favors you. The honest tension is that the mandate is total. "All creatures attack each combat if able" includes the Hellkite, so the 5/5 flyer that finishes the game cannot also stand back on defense; the moment it is untapped and able, it must swing, and so must everything else you control. There is no hiding behind it. That symmetry cuts both ways: an opponent with a wider board can turn the same compulsion against you, dragging your blockers into a forced attack and leaving you exposed on the crackback. What it asks is that you be the player most prepared for the anarchy you authored, with an evasive body to capitalize once the ground stalemate clears. A kingmaker switch and an inevitable threat in one slot, built for the chaos of a multiplayer pod rather than the precision of a duel.


