Tandem Takedown in Limited: Draft Performance and Value

Tandem Takedown in Limited: Draft Performance and Value

In TCG ·

Tandem Takedown card art from March of the Machine

Image courtesy of Scryfall.com

Tandem Takedown in Limited: Draft Performance and Value

Limited formats are where the magic of MTG truly shines—finding the right tools at the right moment, building a cohesive game plan from a pile of random rares and uncommons, and rewarding players who read the board better than their opponent. Tandem Takedown, a green instant from March of the Machine, is a compact gem in this puzzle. With a mana cost of {1}{G}{G}, it slides neatly into a two-mana tempo line, offering a potent combination of pump and removal that can swing a race to the finish when used with surgical precision. 🧙‍♂️🔥

In limited play, Tandem Takedown delivers a two-step payoff: you grant up to two of your creatures a +1/+0 boost for the turn, and then those boosted creatures deal damage equal to their power to another target creature, planeswalker, or battle. That means you can exact a clean trade against an opponent’s best attacker, or push through extra damage to a planeswalker or a stubborn battle. The card’s generosity with its own power, plus the flexibility to hit a variety of targets, makes it a natural fit for green’s typical no-nonsense, combat-centric approach. The flavor text line—“I take no pleasure in this, but Vadrok might.”—also captures that green instinct to tilt the battlefield while keeping a smile on your face about the efficiency of the move. 💎⚔️

“Two creatures, a little pump, and a side of removal—sometimes you just need to press the gas pedal.”

Why Tandem Takedown shines in limited environments

  • Tempo and reach: For three mana, you don’t just pump your board; you threaten a decisive blow to a target on the other side. The synergy is strongest when you have two or more creatures on board that are ready to trade or pressure a planeswalker that’s been anchored in place. The instant speed and the speed with which you can convert a pump into removal is a hallmark of green’s efficiency in limited. 🧙‍♂️
  • Versatility: The ability to target battles opens up interaction with older formats and newer MOM battles alike. In a draft with heavy late-game battles or stalemates, Tandem Takedown can tip the balance by turning two small attackers into a decisive blow to a bigger threat. It’s not just a combat trick; it’s a flexible answer that scales with your board state. 🔥
  • Uncommon access: As an uncommon from March of the Machine, Tandem Takedown tends to be a mid-pack pick in many drafts—valuable enough to plan around, but not so exclusive that you’re depriving yourself of a multi-color curve for more powerful rares. In practice, it often lands as a mid-draft fixer that accelerates both offense and defense. 🎲
  • Powerful with stalemate breakers: When the battlefield is crowded, the “deal damage equal to their power” clause can pick off a stubborn threat or force a favorable trade, letting your board maintain momentum while your life total stays safe. That dual capability—grow and remove—embodies the classic green playstyle: push hard, clear blockers, and roll forward. ⚔️

For sealed formats, Tandem Takedown shines as a reliable role-player. It acts as a catch-up mechanism if you’re behind on board presence, and it doubles as a surprising removal spell against lean early-board boards. The trick is to maximize the two targets you control: align two creatures with blockers or attackers that can benefit most from the +1/+0 boost, and pick a recipient for the damage that will yield the most value for the turn. In practice, you’ll often see this card paired with green creatures that already swing for a good chunk of damage, turning a modest boost into a one-turn punch. 🎨

Flavor and design also matter here. Tandem Takedown showcases green’s love for straightforward, efficient combat solutions, while adding a dash of strategic depth with its flexible target set. It’s a card that rewards players who plan one or two turns ahead—optimizing the timing of the pump and the removal to maximize board impact. The image by Yigit Koroglu captures that moment of green momentum in a way that makes you almost hear the snap of a creature’s neck as the damage splashes across the battlefield. (Okay, maybe don’t imagine that too loudly at the table, but you get the idea.) 🎨

As a collectible, Tandem Takedown sits in a comfortable zone. It’s not a marquee chase card, but it’s consistently present in trade pools and draft rooms, a reliable pickup for players assembling a green midrange shell. In terms of value, it’s accessible—an uncommon with foil variants that can occasionally pop into spectacle if you’re lucky with your pool, but often a modest staple you’ll grab on the way to the finish line. Even when the cash value isn’t jaw-dropping, the strategic value in limited play remains high, and that’s what truly matters for draft enthusiasts who want a card that performs well when the chips are down. 💎

One more note for the curious strategists: the set’s environment and the color identity of green heavily influence how Tandem Takedown is valued in a draft. Wave after wave of green creatures—especially those with values in power relative to mana invested—make a late-game equality of board presence more likely, letting Tandem Takedown clean up with a punishing sequence that can outpace a slower opponent. If your pool runs heavy on early bodies, Tandem Takedown can be the perfect capstone for a midrange plan, providing both pressure and contingency in equal measure. 🧙‍♂️🔥

Readers who want a closer look at the card’s economics or to explore similar lines in other green combat tricks may also enjoy perusing related content in our network. And if you’re thinking about real-world gear while you draft, consider pairing your MTG sessions with a reliable, sleek phone case—the very product you see linked below—as a reminder that practicality and playfulness can coexist in every game night. 🎲

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Tandem Takedown

Tandem Takedown

{1}{G}{G}
Instant

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.

"I take no pleasure in this, but Vadrok might." —Vivien Reid, to Lukka

ID: 0eb51be0-6a2e-464a-86d1-aa36179c8c18

Oracle ID: e8b0edb8-6a69-4760-9bcd-969c6c898a16

Multiverse IDs: 607265

TCGPlayer ID: 490566

Cardmarket ID: 704053

Colors: G

Color Identity: G

Keywords:

Rarity: Uncommon

Released: 2023-04-21

Artist: Yigit Koroglu

Frame: 2015

Border: black

EDHRec Rank: 15977

Set: March of the Machine (mom)

Collector #: 208

Legalities

  • Standard — not_legal
  • Future — not_legal
  • Historic — legal
  • Timeless — legal
  • Gladiator — legal
  • Pioneer — legal
  • Modern — legal
  • Legacy — legal
  • Pauper — not_legal
  • Vintage — legal
  • Penny — not_legal
  • Commander — legal
  • Oathbreaker — legal
  • Standardbrawl — not_legal
  • Brawl — legal
  • Alchemy — not_legal
  • Paupercommander — not_legal
  • Duel — legal
  • Oldschool — not_legal
  • Premodern — not_legal
  • Predh — not_legal

Prices

  • USD: 0.06
  • USD_FOIL: 0.17
  • EUR: 0.11
  • EUR_FOIL: 0.11
  • TIX: 0.03
Last updated: 2025-11-16