Tenuous Truce
A peace treaty rendered as game mechanics: an Aura you attach not to a permanent but to a person, drawing you and one chosen opponent a card apiece each cycle so long as neither side throws the first punch. Enchant opponent is the rare directive that makes the target a player rather than a creature or planeswalker, which reframes the usual Aura logic entirely. You are not shrinking or stealing anything; you are pinning a non-aggression pact onto a specific rival, and the pact pays a mutual dividend at that player's end step, once per turn cycle, until it holds no longer. The trigger is a hair-fine one, and crucially, a symmetric one: the moment you swing at that player or their planeswalker, or they swing at you or yours, the Aura falls off and the card flow dries up for both of you. Neither side has any binding enforcement; both are equally incentivized to keep the deal alive, and both are equally tempted to cash it in the instant the extra cards have done their work and the board tilts toward a strike. That symmetry is the point. It manufactures a temporary alliance out of pure self-interest, so the interesting play happens off the card itself: in reading intent, in timing the betrayal, in negotiating who is quietly getting more mileage from the draws before someone breaks the truce.



