HULK SMASH!
Teamwork is the mechanic doing the heavy lifting, and it reframes what a two-mana modal instant is allowed to be. The cheap floor is a choose-one: destroy a target noncreature artifact, or turn one of your creatures into a Fight spell that only points outward (your creature deals its power to theirs, with no return blow). That alone is a serviceable early trick. The escalation carries the real ambition. Tapping four power worth of creatures as an additional cost upgrades choose-one to choose-both, so the same two mana buys artifact removal and a one-sided fight in a single cast. The tension is deliberate. Committing four power means tapping bodies that could otherwise attack or block, so the both-mode blowout costs you board presence at exactly the moment you want to be pressing an advantage. It rewards a wide board that can spare the taps without going defenseless, and it does nothing for the empty-handed player holding the card as spot removal. Worth flagging what the Fight variant does not do: because your creature deals damage without taking any back, this behaves closer to a burn spell keyed to power than to a mutual brawl, which changes which creatures are safe to point it with. A modal instant that gets strictly better the more board you have already built, without ever being dead in hand.

