How to Force Blocks in Commander: The 20 Best Cards

Does it feel like nobody blocks anymore? I've entered combat probably thousands of times since I started playing Magic, and if there's one thing I've noticed in my Commander games, it's that folks tend not to block until it's absolutely necessary. Most are afraid of losing their fragile Blood Artist
Blocking in combat is an essential part of Magic: The Gathering. It used to be the main way creatures were destroyed. Nowadays, modern Commander games are so stuffed full of removal and board wipes and stax pieces that players won't even bother considering what they might do if they're forced to block.
I recently brewed up a General Marhault Elsdragon
What are the best ways to force blocks in Commander? And why would I want to do this? Today, we're going type-by-type through the best ways to force creatures into combat. Take them back to your table, and replace all the fight effects in your deck with them.
Why Would You Want To Force a Block?
Besides the obvious reasons, like making your suite of rampage creatures actually do something, there are a number of reasons blocking is often the best way to remove creatures.
Generally, Gruul decks do removal through fight and bite mechanics. These are cards like Prey Upon
The first: any extra damage you deal with your fight/bite is wasted. Forcing the fight to happen in combat means your trampling creature will roll all that extra damage into your opponent, or potentially more creatures if we can force a double block.
Next, even if your creature doesn't have trample, there'll be instances where you two-for-one your opponent when they're forced to double or triple block to kill it, getting two destroyed creatures off of your single Invasion Plans
Additionally, creatures have gotten generally more resilient in recent years. The advent of ward and hexproof's ubiquity in Commander means targeted removal is often not the best way to destroy a creature.
Finally, there's the value of assigning blocks unfavorably so your biggest creatures can get their damage through. Cards like Gaea's Protector
Instants
Disturbed Slumber / Elemental Uprising / Vengeant Earth
These three instants are about the same. Each turns one of your lands into a 4/4 that can attack this turn and must be blocked. Disturbed Slumber
Provoke
This is about as basic of a provoke effect as we can get. It has a few strong points: first, it's only two mana; second, it untaps that creature, letting you force blocks even on creatures you wouldn't normally be able to; finally, it's a cantrip! The value of replacing itself in your hand cannot be understated in green, a color which traditionally lacks cantrips.
Blaze of Glory
I didn't expect to see a white card here. Blaze of Glory
Academic Dispute
This Strixhaven instant might be one of the best ways to force blocks in red. Besides only costing one mana, the target creature gains reach until the end of the turn, just in case you need it to block your Shivan Dragon
Timely Interference
This Dominaria United instant doesn't force a block unless it's kicked, making it a total of three mana for -1/-0 and the combat. Slower on average than our other instants, but the option to cast it without kicker and draw a card won't be useless.
Sorceries
Enlarge
Enlarge targets our own creatures rather than our opponents' and gives a huge power buff to boot. +7/+7 and trample basically guarantees that we'll get damage through in addition to a dead creature.
Irresistible Prey
The most basic sorcery for forcing blocks. How many green cantrips are there? This has got to be one of the better ones.
Predatory Rampage
The biggest advantage to casting Predatory Rampage
Enchantments
Predatory Impetus
Goad is a little antithetical to the General Marhault Elsdragon
Invasion Plans
Invasion Plans
Lure
Lure
Indrik Umbra
Indrik Umbra
Creatures
The Provoke Cards
The original provoke effects were printed on a cycle of cards in Legions. The effect was subsequently abandoned for reasons I can't begin to fathom. That said, the provoke effect is useful for its ability to untap the creature that you want blocking. The best provoke creatures are probably Brontotherium
Anzrag, the Quake-Mole
I've been really hyped about Anzrag, the Quake-Mole
Nacatl War-Pride
This Future Sight card works so weird; I love it. Nacatl War-Pride
Taunting Elf
Taunting Elf
Maarika, Brutal Gladiator
Maarika, Brutal Gladiator
Neyith of the Dire Hunt
Neyith of the Dire Hunt
Artifacts
Nemesis Mask
Nemesis Mask
Ace's Baseball Bat
Okay, now we're starting to reach a little bit. I'm not a Doctor Who guy; I don't know the significance of Ace or their bat or really what it has to do with the Daleks, but I do know that if your homie is running one of the Dalek-heavy WHO Commander decks, this is some sweet tech versus their deck. I guess it still hits those changeling creatures they're running, so at least you can get in there and destroy the Mirror Entity
Marble Priest
Okay, now we're really starting to reach. Only useful versus that damn Arcades, the Strategist
End of Combat
Lately, Commander combats have become nothing but big haymakers thrown back and forth. It's time we get back to the roots of Magic's combat stepnand force opponents to make some choices and do some math. Forcing blocks is one of the best ways to get around the protection on those Lightning Greaves
What are some of your favorite force-block cards? When will we see the return of provoke in a main set? Let me know what you think in the comments, or come harass me on Twitter.
Thanks for reading!