Heroic Teamwork
Teamwork reframes what a combat trick costs: not more mana, but a commitment of board presence you might otherwise want holding back to block. Tap creatures with total power three or more, and a pump spell that already does its job on rate turns into a cantrip. That is the whole tension. Each of one or two targets getting +2/+1 at instant speed is a reasonable trick on its own; the additional cost asks whether you can afford to tap down the creatures that make the pump matter, right at the moment you most want them untapped. It punishes the overcommitted alpha strike and rewards the wide board that has bodies to spare, which is exactly the strategic profile a go-wide deck already runs. The card-draw rider is the payoff that keeps a pure combat trick from feeling like a two-for-one loss: even when the pump touches only one creature, casting it with teamwork refills the hand you spent developing the tap fodder. It flexes cleanly too, hitting one target when you need to push a single attacker through or two when you want to blow out a double block. Nothing here is baroque; the design attaches a resource question to a trick that older pump spells gave away for free.
