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Moxonomy

Coordinated Maneuver

Instant1 generic manaWhite mana

The go-wide payoff and the sideboard card, welded into one instant. The first mode scales with your board: on an empty battlefield it does nothing, but a wide white deck has always had the bodies to turn this into a removal spell that answers the biggest threat on the table, planeswalkers included. That's the tension the modal split resolves. A pure "damage equal to creatures you control" instant is a dead card in a topdeck war or after a board wipe, exactly when a token deck most needs a card that isn't blank. Bundling enchantment removal onto the back half gives it a floor: white is the game's primary answer to resolved enchantments, and folding that reliable utility onto a synergy card means it never sits idle in hand. The design lineage is white's long habit of stapling a narrow, on-color utility mode to a build-around so it stays live in the games the synergy half can't win. Instant speed matters here more than the flexibility does: the damage mode is a combat trick that dodges the sorcery-speed vulnerability of most token payoffs, letting a swarm ambush a blocker or punish a planeswalker on the crackback turn. It asks you to build the board first and rewards you for having done so, without punishing the games where you couldn't.

Coordinated Maneuver (tdm)
TDM · #6common
Pricing
Normal: $0.23
Foil: $0.13
Oracle Text

Rules text

Choose one — • Coordinated Maneuver deals damage equal to the number of creatures you control to target creature or planeswalker. • Destroy target enchantment.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
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