Murdock's Crusade
Teamwork asks a question most modal removal never poses: what is it worth to you to tap out your board on the turn you cast this? Cast for its base cost, this is a narrow answer, exile a creature with toughness 4 or greater, or exile an enchantment with mana value 4 or greater, one or the other, both clauses gated by a size threshold that leaves smaller threats untouched. Pay the teamwork cost (tapping creatures totaling power 4 or more) and both modes fire at once, clearing a large blocker and a problem enchantment in the same breath. The tension is entirely in the setup. To unlock both halves you need legal targets for each at the moment of casting, so the two-for-one is only there when the board actually presents a fat creature and a threatening enchantment together; the upgrade rewards you for the exact texture of the situation rather than for guessing. And the price is a sorcery-speed commitment made on your own turn: tapping your team means spending the swing you might have made in combat to buy the reach. That trade, tempo now for a doubled removal spell, is the whole decision. The exile clauses matter more than the split suggests: this is white removal that does not let recursion, indestructibility, or regeneration off the hook, and it aims that permanence squarely at the sticky, oversized permanents that fair white decks have long struggled to answer cleanly.
