Blind Obedience
A two-mana enchantment doing two jobs at once, and the second job is the quiet one that matters. The extort clause is the engine everyone notices: a repeatable drain that turns every spell you cast into a two-point swing in a duel (one life lost from each opponent, gained back by you, larger still across a multiplayer table), scalable across a long game and payable in either white or black mana, which is exactly why it found a home in the drain decks built around grinding opponents out a point at a time. But the static line is the structural piece. Forcing your opponents' artifacts and creatures to enter tapped is a soft, perpetual tax on tempo: it blunts the surprise blocker, delays the mana rock by a turn, neuters the flash threat the moment it resolves. It cannot stop anything, only slow it, which is the discipline that keeps a permanent, asymmetric effect from tipping into oppression. The two halves answer different problems on different axes (one bleeds the opponent over time, one buys you the tempo to survive long enough for that bleed to count), and the W/B identity of extort ties it to the attrition lineage that has always asked you to win by erosion rather than by combat math. A pillow-fort piece and a clock in the same slot, priced like neither.








