Trouble in Pairs: Curtailing Extra Turns and Rewarding Overcommitment
Trouble in Pairs is a white enchantment that reads like a compact rulebook amendment for multiplayer politics. The first ability shuts down extra turns an opponent tries to take. That makes it a practical inclusion against combo decks that rely on time extension to assemble lethal lines. Play it early if you expect extra turn loops and you will blunt an entire axis of play without changing the board state.
The second ability is reactive card advantage. It rewards you when opponents overcommit by attacking you with two or more creatures, drawing an extra card for their second weekly draw or casting a second spell in a turn as printed. In Commander this translates to steady, conditional card draw that scales with aggression and stormy turns. Use it where opponents trade single efficient plays for bursty, multiple plays and you will convert their risk into incremental advantage.
Card Details:
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Mana Cost – {2}{W}{W}
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Card Type – Enchantment
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Subtypes –
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Card Text / Rules Text (Printed) – If an opponent would begin an extra turn, that player skips that turn instead. Whenever an opponent attacks you with two or more creatures, draws their second card each turn, or casts their second spell each turn, you draw a card.
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Power / Toughness –
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Loyalty –