Atlantis Attacks
Teamwork is a tap-fodder tax dressed up as an upside: pay the flat cost for one of two modes, or tap creatures totaling four power to unlock both at once. That structure is what makes this a payoff rather than a plain sorcery, because the reward escalates precisely when you already have a board wide enough to feed it. Cast without teamwork, it is a slightly overcosted bounce or a slightly overcosted token. Cast with teamwork, it stakes a hexproof 6/5 Leviathan and returns one or two nonland permanents to hand, a genuine board-and-tempo swing off a single card. The bounce half is more flexible than it looks: it can hit any player's permanents, yours included, so it doubles as self-interaction, resetting your own enters-the-battlefield triggers or salvaging value from a permanent about to be answered on your next turn rather than only disrupting across the table. The token half is deliberately asymmetric, handing a target player a fat, hard-to-remove body (hexproof shields it from targeted removal, though it blocks and gets blocked like anything else). The tension is real: the teamwork cost wants a crowded battlefield, but tapping out your attackers to fuel it is only comfortable when you are already ahead. Everything here rewards committing bodies rather than holding them back, an unusual demand from a blue sorcery, given that blue has historically preferred to keep its permanents untapped and its options open.
