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Tandem Takedown
Oracle Text
Up to two target creatures you control each get +1/+0 until end of turn. They each deal damage equal to their power to another target creature, planeswalker, or battle.
Card Details
Character Background
Tandem Takedown is a clean, aggressive combat trick that best supports tempo and midrange decks, especially green lists that want to turn early board presence into efficient removal. For three mana, it can unexpectedly push two attackers over key toughness thresholds, then let them strike down a creature, planeswalker, or even a battle, making it flexible in the broad, war-torn setting of March of the Machine. The “tandem” idea fits the card’s feel perfectly: two allies coordinating a precise hit rather than one oversized threat doing all the work. In play, it shines when you already have two creatures with relevant power and want to punish blocks or finish off damaged permanents. It’s especially strong with deathtouch, first strike, or creatures that naturally grow after combat, since the +1/+0 can turn modest bodies into lethal sources of damage. The best deckbuilding tip is to pair it with cheap evasive creatures or token makers, so you consistently have two valid targets and a steady way to convert board presence into removal.
Generated using gpt-5.4-mini
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Character Background
Tandem Takedown is a clean, aggressive combat trick that best supports tempo and midrange decks, especially green lists that want to turn early board presence into efficient removal. For three mana, it can unexpectedly push two attackers over key toughness thresholds, then let them strike down a creature, planeswalker, or even a battle, making it flexible in the broad, war-torn setting of March of the Machine. The “tandem” idea fits the card’s feel perfectly: two allies coordinating a precise hit rather than one oversized threat doing all the work. In play, it shines when you already have two creatures with relevant power and want to punish blocks or finish off damaged permanents. It’s especially strong with deathtouch, first strike, or creatures that naturally grow after combat, since the +1/+0 can turn modest bodies into lethal sources of damage. The best deckbuilding tip is to pair it with cheap evasive creatures or token makers, so you consistently have two valid targets and a steady way to convert board presence into removal.
Generated using gpt-5.4-mini · Updated at 2026-08-21 18:20:44 UTC
