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"Find me cards equivalent to: Hell to Pay"

Equivalent cards to Hell to Pay (red, Sorcery, deals X damage to a creature and cares about excess damage):
1. Fireball – Classic red sorcery, deals X damage divided as you choose, but does not care about excess or create treasures.
2. Crush with Contrition – Red sorcery, deals damage and creates treasure based on damage dealt or a similar effect, but very few exist with the treasure for excess.
3. Soulfire Eruption – Red mythic sorcery with variable X damage and additional effects but no treasures.
4. Chandra's Ignition – Red sorcery, deals damage equal to a creature’s power, but hits all others and doesn't make treasures.

Closest in design: Hell to Pay is unique in combining X damage, excess damage tracking, and treasure creation in red sorceries. No exact equivalent; only partial similarities.


Reason: Red rarely creates treasures as a reward for excess damage. Most alternatives (Fireball, Chandra's Ignition) focus only on variable damage.

Found Cards

4 Results

Chandra's Ignition

Fireball

Hell to Pay

Soulfire Eruption

Chandra's Ignition #1594★ Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 5
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If the creature becomes an illegal target by the time Chandra's Ignition tries to resolve (perhaps because another player controls it or it's left the battlefield), Chandra's Ignition won't resolve and none of its effects will happen. No damage will be dealt.
  • The creature is the source of the damage, not Chandra's Ignition. For example, Chandra's Ignition can have a white creature deal damage to a creature with protection from red.
  • Use the power of the target creature as Chandra's Ignition resolves to determine how much damage it deals to each other creature and each opponent.
  • Prices

    Seller Price
    Manapool 22.91 USD
    Tcgplayer 21.07 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Target creature you control deals damage equal to its power to each other creature and each opponent.

    Fireball #7 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Fireball's damage is divided as Fireball resolves, not as it's cast, because there are no choices involved. The division involves only targets that are still legal as Fireball resolves.
  • For example, if X is 5 and you choose three target creatures, Fireball has a total cost of {7}{R} (even though its mana cost is just {5}{R} and its mana value is 6). If those creatures are all still legal targets as Fireball resolves, it deals 1 damage to each of them.
  • You can target more than X creatures. However, if the number of legal targets at the time Fireball resolves is greater than X, none of them will be dealt any damage.
  • You may cast Fireball with zero targets, regardless of the value chosen for X. If you do so, it will not be a targeted spell, and no damage will actually be dealt when it resolves.
  • Prices

    Seller Price
    Cardkingdom 3.99 USD
    Cardmarket 2.87 EUR
    Tcgplayer 7.35 USD
    Manapool 5.93 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This spell costs more to cast for each target beyond the first. Fireball deals X damage divided evenly, rounded down, among any number of targets.

    Hell to Pay #332 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • Excess damage has been dealt to a creature if the damage dealt to it is greater than lethal damage. Usually, this means damage greater than its toughness, although damage already marked on the creature is taken into account.
  • In some unusual cases, Hell to Pay may have deathtouch. Even 1 damage dealt to a creature from a source with deathtouch is considered lethal damage, so any amount greater than that will cause excess damage to be dealt, even if the total amount of damage isn’t greater than the creature’s toughness.
  • Prices

    Seller Price
    Cardkingdom / 2.49 USD 1.99 USD
    Manapool / 1.42 USD 0.81 USD
    Cardmarket / 1.06 EUR 0.78 EUR
    Tcgplayer 1.2 USD / 1.63 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Hell to Pay deals X damage to target creature. Create a number of tapped Treasure tokens equal to the amount of excess damage dealt to that creature this way.

    Soulfire Eruption #86028 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Mythic
    Converted Cost: 9
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • As Soulfire Eruption resolves, if you have chosen multiple targets (and we really hope you have), those targets will be handled one at a time in turn order. Start with targets that are either the player whose turn it is (probably you) or permanents that player controls. You choose the relative order of targets within that group. For whichever target you select first, exile the top card of your library, then Soulfire Eruption deals damage to that target. Repeat this process for each subsequent target in the group. After that group is done, move on to targets that are either the next player in turn order or permanents they control. Again, you choose the relative order of targets in that group. Repeat the whole process for each other player.
  • If you're playing with the top card of your library revealed (perhaps because of Courser of Kruphix), you'll see the new top card of your library after each time a card is exiled while Soulfire Eruption's ability is resolving. Notably, you'll see which card is on top of your library before selecting from among the targets in each group. For example: in a three-player game, you're playing with the top card of your library revealed and you cast Soulfire Eruption targeting your two opponents and a creature controlled by the last opponent in turn order. You exile the top card of your library and Soulfire Eruption deals damage to the first opponent. You'll see the new top card of your library before selecting whether the next target will be the last opponent or the creature they control.
  • Nothing can happen in between the damage being dealt to each target, and no player can choose to take actions. Any abilities that trigger while Soulfire Eruption is resolving go on the stack after Soulfire Eruption finishes resolving.
  • Playing an exiled card causes it to leave exile. Soulfire Eruption won't let you play it multiple times, even if the card later returns to exile somehow.
  • Soulfire Eruption doesn't change when you can play the exiled cards. For example, if you exile a sorcery card, you can cast it only during your main phase. If you exile a land card, you can play it only during your main phase and only if you have an available land play remaining.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Choose any number of target creatures, planeswalkers, and/or players. For each of them, exile the top card of your library, then Soulfire Eruption deals damage equal to that card's mana value to that permanent or player. You may play the exiled cards until the end of your next turn.