Repulsor Blast
The additional cost is the whole design proposition here. Five damage to a creature at four mana is unremarkable removal on its own; what the Teamwork clause offers is a conditional upgrade paid not in mana but in board commitment. Tap creatures totaling two power, and the spell reaches past the dying creature to burn its controller for two. That structure inverts the usual tension in removal design: instead of asking whether you can afford to spend the card, it asks whether you can afford to tap down while spending it, turning a defensive answer into a partial offensive play only when your board is developed enough to spare the bodies. The reward scales with tempo you already have rather than mana you were saving, which is a different lever than kicker or convoke pull. Kicker taxes your mana; convoke discounts it. Teamwork here taxes your attackers or blockers for the turn, meaning the card is at its best precisely when you are ahead and least tempting when you most need to trade cleanly with an empty board. The two damage to the controller is small, but it reframes the spell as reach: a way for a creature-heavy deck to convert a removal spell into incremental damage to the face without diverting a separate card slot toward burn.
