Facing teams that are built around Extra Turn spamming is obnoxious (specifically, builds that create/convert gems to get a lot of 4-of-a-kinds). In a turn-based game, not getting to take your turn for one or two turn cycles is acceptable, but not getting to take your turn for 5 or 6+ cycles is absurd.
My suggestion would be to reduce the chance of getting an Extra Turn from 4-of-a-kinds from 100% to 50%. 5-of-a-kind can stay at 100%, as can spells that specifically grant an Extra Turn.
Alternatively, have diminishing returns on Extra Turn chances (from 4 or 5-of-a-kinds) that reset at the start of each turn. 100% chance for the first match; then 75%; then 50%; 25%; 0% (or stay at 25%?). Maybe even stagger the 4-match and 5-match so that 5-matches have a 25% higher chance than 4.
Before the comments recommend the Freeze status effect, I just lost a match with a team full of Freeze status spells because the enemy got 8 turns in a row. I cannot freeze an enemy if I cannot take my turn.
Traits that have a 25% chance to Freeze an enemy at the start of my turn are also useless if I never get to start my turn. Even if that trait triggered from the start of every enemy turn it would still be useless because 4-of-a-kinds grant an extra move, not an extra turn (start of turn trigger does not re-apply).
This is fair balance I’m after. If you’re against this it’s likely because you’re exploiting this crutch mechanic and don’t want to have to think of a new one. I get it; I spent months farming up ClassXP and Diamonds (for a specific Mythic troop) for a build around the Dragon’s Eye only for Dragon’s Eye to be nerfed a week after I finished the build.
You can argue that “life’s not fair,” and I can argue that it works both ways; it can either remain unfair for players who are sick of not getting a turn, or be unfair to those who rely on the mechanic.