Crossover Collaboration
Impulse draw has always paid rent on card advantage: you dig two cards deep and rent them for a window, but you spend the mana whether or not the exiled cards ever hit the table. Teamwork offers a rebate paid in bodies. Tap creatures totaling two power as an extra cost and the spell returns a Treasure, converting idle attackers into mana that carries straight into the cards you just unlocked. The two halves feed each other: the Treasure fixes and accelerates precisely so you can afford whatever the exile turned up, closing the loop between looking at more cards and paying for the ones you found. Teamwork rewards a board you are not otherwise using, which makes this a natural fit for decks that flood the battlefield but stall on mana, the classic bottleneck of a wide, cheap creature build. The tap requirement is also the honest cost: it wants creatures untapped and standing, so the timing puzzle is finding a moment when your team is idle rather than committed to an attack (anything that swung is already tapped, and cannot chip in unless it has vigilance). It reads as a small card and is, but the design is doing something specific: it takes red's standard instant-speed dig and grafts on a payoff only a full battlefield can unlock, so the same three mana buys more the wider you already are.
