Others, like Silence, are one-time effects that last until the end of the turn but completely lock them out of any spellcasting
You can use them to grab a triome, a dual land, a shock land (coming up next) and you're not forced to bring your new land in tapped unless the card you fetch instructs you to do so
5, Step Up Spell-Trap: Available at start
You could also consider an artifact creature with a white and black ability, too
At the start of the Damage Step, if this card attacked a face-down Defense Position monster: Destroy that monster, and if you do, you can place it on top of your opponent's Deck instead of sending it to the Graveyard
The only real drawback to Force Spike is that it relatively quickly becomes a dead card against most decks