Toil // Trouble MTG Card


Toil // Trouble - Dragon's Maze
Mana cost
Converted mana cost6
RarityUncommon
TypeSorcery
Abilities Fuse
Released2013-05-03
Set symbol
Set nameDragon's Maze
Set codeDGM
Number133
Frame2003
Layoutsplit
Borderblack
Illustred byNils Hamm

Key Takeaways

  1. Draw cards with Toil to swiftly alter game momentum, at a life cost for strategic depth.
  2. Trouble deals damage leveraging hand size disparities, punishing opponents’ resource abundance.
  3. Instant-speed versatility allows disruption at pivotal game moments, reflecting strategic mastery.

Text of card

Trouble deals damage to target player equal to the number of cards in that player's hand. Fuse (You may cast one or both halves of this card from your hand.)


Card Pros

Card Advantage: The Toil side of this split card gives you the option to pay life and draw cards, supplying a significant boost to your hand that can quickly turn the tide of any match.

Resource Acceleration: While not directly accelerating resources, the Trouble side offers a powerful finisher by dealing damage based on the number of cards in an opponent’s hand, potentially exploiting the resource disparity.

Instant Speed: As an instant, Toil // Trouble can be cast during the most opportune moments, providing flexibility in gameplay and allowing you to disrupt the opponent’s strategy right when it counts.


Card Cons

Discard Requirement: Toil // Trouble necessitates discarding, which can significantly hinder your hand if already depleted or if key cards are in play, strategically limiting your options.

Specific Mana Cost: Its hybrid mana cost, while flexible, may still pose difficulties for non-Rakdos decks, potentially not aligning with the overall mana base and thereby affecting deck consistency.

Comparatively High Mana Cost: With a combined cost that can reach up to six mana to achieve the full potential of both halves, Toil // Trouble falls on the pricier side, which might stall your tempo especially in faster-paced games where efficient mana usage is vital.


Reasons to Include in Your Collection

Versatility: Toil // Trouble fits seamlessly into various deck strategies, with Toil offering card draw for control or mid-range decks and Trouble providing a formidable finisher in aggressive strategies. Its split nature allows players to adapt to the ever-changing battlefield with ease.

Combo Potential: The Trouble half of this card can be a game-changer when combined with effects that increase damage or with strategies that inflate opponents’ hands, leading to devastating turns. Synergy with discard mechanics also amplifies its impact, making it a versatile combo piece.

Meta-Relevance: This card interacts well with the current environment, where managing resources is key. Toil helps maintain card advantage, while Trouble can punish decks that rely heavily on drawing many cards. Its relevance adapts with the meta, making it a consistently wise choice for collectors.


How to beat

Toil // Trouble is a split card in MTG that offers both flexibility and the potential to disrupt your opponent’s strategy. Toil allows a player to draw two cards at the cost of life, while Trouble can deal damage to your opponent equal to the number of cards in their hand. These dual capabilities make it a versatile tool in a game.

Overcoming the challenge posed by Toil // Trouble requires careful hand management. Maintaining a low hand size can significantly reduce the impact of Trouble, denying your opponent the chance to use your cards against you. Moreover, incorporating life-gain strategies can help mitigate the life loss from Toil, ensuring your resources are not drained too swiftly. Counter-magic also serves as an effective check, particularly against Trouble, since it usually targets the opponent and relies on timing for maximum effect. Cards with specific counters, such as “Negate”, can be crucial in neutralizing this threat.

Ultimately, success against Toil // Trouble is about staying one step ahead. Adapting your playstyle and keeping a close eye on both players’ hand sizes will make the difference. Remember, in the nuanced world of MTG, a robust defense is just as important as a strong offense.


Cards like Toil // Trouble

Exploring the dynamics of splitting one’s deck, Toil // Trouble is a card that magic aficionados find intriguing for its versatility in Magic: The Gathering. In the realm of card-draw and damage-dealing sorceries, there are comparisons to be made—take Risk Factor, for instance. This card gives you the option to either deal damage or draw cards, playing into the psyche of the opponent’s decision-making. While it doesn’t split across two different spells, it offers a similar punitive choice.

Then, there’s the notable Expansion // Explosion. This card is another dual-faceted spell that has the potential to deal damage and draw cards, yet the mechanics differ. Expansion // Explosion allows for copying instant or sorcery spells with its first half, the “Expansion,” whereas the “Explosion” offers targeted damage and card drawing based on the amount of mana you spend. The flexibility in deciding when to use each half is key, much like with Toil // Trouble.

Taking into account these comparisons, Toil // Trouble shows its true colors as a strategic tool for both depleting an opponent’s life while refueling your hand, a powerful combination that can turn the tides of a Magic: The Gathering match in a split second.

Risk Factor - MTG Card versions
Expansion // Explosion - MTG Card versions
Risk Factor - Guilds of Ravnica Promos (PGRN)
Expansion // Explosion - Guilds of Ravnica Promos (PGRN)

Cards similar to Toil // Trouble by color, type and mana cost

Plague Spores - MTG Card versions
Morgue Burst - MTG Card versions
Grave Upheaval - MTG Card versions
Wake the Dragon - MTG Card versions
Plague Spores - Invasion (INV)
Morgue Burst - Dragon's Maze (DGM)
Grave Upheaval - Treasure Chest (PZ2)
Wake the Dragon - Tales of Middle-earth Commander (LTC)

Where to buy

If you're looking to purchase Toil // Trouble MTG card by a specific set like Dragon's Maze, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Toil // Trouble and other MTG cards:

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Legalities

Magic the Gathering formats where Toil // Trouble has restrictions

FormatLegality
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
VintageLegal
DuelLegal
PioneerLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Toil // Trouble card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2013-04-15 If a player names a card, the player may name either half of a split card, but not both. A split card has the chosen name if one of its two names matches the chosen name.
2013-04-15 If you cast Toil // Trouble as a fused split card and choose to target the same player twice, the two drawn cards are counted when determining how much damage is dealt. The player can’t do anything between the effects of Toil and Trouble to have fewer cards in their hand.
2013-04-15 If you cast a split card with fuse from your hand without paying its mana cost, you can choose to use its fuse ability and cast both halves without paying their mana costs.
2013-04-15 If you’re casting a split card with fuse from any zone other than your hand, you can’t cast both halves. You’ll only be able to cast one half or the other.
2013-04-15 On the stack, a split spell that hasn’t been fused has only that half’s characteristics and converted mana cost. The other half is treated as though it didn’t exist.
2013-04-15 Some split cards with fuse have two halves that are both multicolored. That card is multicolored no matter which half is cast, or if both halves are cast. It’s also multicolored while not on the stack.
2013-04-15 Some split cards with fuse have two monocolor halves of different colors. If such a card is cast as a fused split spell, the resulting spell is multicolored. If only one half is cast, the spell is the color of that half. While not on the stack, such a card is multicolored.
2013-04-15 To cast a fused split spell, pay both of its mana costs. While the spell is on the stack, its converted mana cost is the total amount of mana in both costs.
2013-04-15 When a fused split spell resolves, follow the instructions of the left half first, then the instructions on the right half.
2013-04-15 When resolving a fused split spell with multiple targets, treat it as you would any spell with multiple targets. If all targets are illegal when the spell tries to resolve, the spell doesn’t resolve and none of its effects happen. If at least one target is still legal at that time, the spell resolves, but an illegal target can’t perform any actions or have any actions performed on it.
2013-04-15 You can choose the same object as the target of each half of a fused split spell, if appropriate.

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