Playbooks

Field Goal Block Left is a defensive special teams set inside the Special formation, so it operates on a completely different axis than the offensive sets you audible between during a normal drive. Instead of personnel groupings built around receivers and tight ends, this set fields your field goal block unit: heavy interior bodies aligned to overload the left side of the offensive protection, with edge rushers positioned to attack the kicker's plant leg and the block point. The "Left" designation shifts the pressure weight toward the offense's left side, which is where you want your best jumper and your fastest edge player when the snap and the operation timing give you a window.
The three plays in the set give you a clear progression of risk. Base Block Left is the standard overload with linemen driving through the A and B gaps on that side while the edge crashes toward the block point. Load Block Left stacks even more weight to the left, sacrificing containment for maximum penetration, which is your call when you have read the operation timing and are hunting a block rather than just pressure. Safe Man Left is the coverage answer: it keeps blockers assigned to the left but drops defenders into man responsibility so you are not blown out by a fake field goal, a shovel pass to the wing, or a holder rollout.
Because this is special teams personnel, there are no matchup isolations in the traditional sense, but there is a personnel decision that matters. Put your highest jumping, longest defender at the left block spot and user control him. Madden rewards vertical leap and the timing of your jump animation more than raw block ratings on field goal block, so the alignment advantage this set creates is only useful if you are the one controlling the interior penetrator or the edge who has a clean lane.
Save Load Block Left for long attempts, low kicker confidence, or games where a single block flips the scoreboard, and default to Base Block Left otherwise
Call Safe Man Left when the offense is in fake range: fourth and short, plus territory, or when the opponent has already shown a fake earlier in the game
Always take user control of the defender with the cleanest lane on the left and time your jump on the kick, do not sit back and let the CPU animation decide it
Check your special teams depth chart before games and put your longest, highest jumping defenders in the block unit slots, that matters more than the play call
Rotate between Base Block Left and the right side equivalent so your pressure side is not predictable across a full game