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"Find me cards equivalent to: Truth or Consequences"

Equivalent cards to Truth or Consequences (type: Sorcery, color: Red, Blue, voting/choice mechanic):
1. Capital Punishment (black, closest color pattern in similar effect, uses votes)
2. Expropriate (blue, voting: council's dilemma)
3. Electrodominance (red, instant, shares damage idea but not voting, less direct)
4. Game Plan (blue, sorcery, similar draw/mill effect)

Closest equivalents with both red and blue colors and voting:

  • None do exactly this, but Expropriate is the closest for voting, and Game Plan for big draw.
  • Capital Punishment is same voting mechanic but not the right colors.

Summary: Nothing exactly like Truth or Consequences in UR voting, but see Expropriate, Game Plan, Electrodominance, and Capital Punishment for similar feel.

Found Cards

5 Results

Capital Punishment

Electrodominance

Expropriate

Game Plan

Truth or Consequences

Capital Punishment #40 Sorcery

Info

Color:
Identifies:
Cost:
Rarity: Rare
Converted Cost: 6
Power/Toughness: /
Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
  • Each opponent chooses an appropriate number of creatures to sacrifice in turn order, then all of those creatures are sacrificed simultaneously. After that is complete, each opponent sets aside an appropriate number of cards to discard in turn order, then all cards are revealed and discarded simultaneously.
  • If a creature with an enters-the-battlefield council’s dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won’t generate an effect.
  • If an opponent controls fewer creatures or has fewer cards in hand than the number of appropriate votes, all those creatures are sacrificed or all those cards are discarded, as applicable.
  • No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • Players can’t do anything between voting and finishing the resolution of the spell or ability that included the vote.
  • The effects of each council’s dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
  • Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council’s dilemma card adds to the ultimate effect.
  • You must vote for one of the available options. You can’t abstain.
  • Prices

    Seller Price
    Cardmarket 2.37 EUR / 4.77 EUR
    Manapool 5.17 USD / 6.19 USD
    Tcgplayer / 4.52 USD 5.85 USD
    Cardkingdom 7.49 USD / 12.99 USD

    Legalities

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

    Text

    Council's dilemma — Starting with you, each player votes for death or taxes. Each opponent sacrifices a creature of their choice for each death vote and discards a card for each taxes vote.

    Electrodominance #23 Instant

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Instant
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Effects that allow you to cast a spell don't allow you to play a land.
  • If a spell has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If the target is dealt lethal damage this way, it will still be on the battlefield while you cast a spell from your hand. It won't die until after Electrodominance is finished resolving. If any of its abilities trigger while you cast that spell, those abilities will trigger but won't resolve until after the target has died.
  • If the target is illegal as Electrodominance tries to resolve, it won't resolve and none of its effects will happen. You won't get to cast a spell from your hand.
  • If you cast a spell "without paying its mana cost," you can't choose to cast it for any alternative costs. You can, however, pay additional costs, such as kicker costs. If the spell has any mandatory additional costs, such as that of Bankrupt in Blood, those must be paid to cast the card.
  • You cast the spell during the resolution of Electrodominance. Ignore timing restrictions based on the spell's type.
  • Prices

    Seller Price
    Tcgplayer 1.58 USD / 2.37 USD
    Cardkingdom / 4.49 USD 1.49 USD
    Manapool 0.51 USD / 1.55 USD
    Cardmarket 0.46 EUR / 1.19 EUR

    Legalities

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

    Text

    Electrodominance deals X damage to any target. You may cast a spell with mana value X or less from your hand without paying its mana cost.

    Expropriate #2396 Sorcery

    Info

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

    Abilities/Keywords

    Rules

  • Because the votes are made in turn order, each player will know the votes of players who voted beforehand.
  • If a creature with an enters-the-battlefield council's dilemma ability leaves the battlefield before that ability resolves, players can still vote for any option that would put +1/+1 counters on that creature, even though—or perhaps especially because—those votes won't generate an effect.
  • No player votes until the spell or ability resolves. Any responses to that spell or ability must be made without knowing the outcome of the vote.
  • Players can't do anything between voting and finishing the resolution of the spell or ability that included the vote.
  • The effects of each council's dilemma ability happen in the stated order. First the vote occurs, then the first effect, and finally the second effect.
  • Unlike the will of the council cards from the original Conspiracy set, where a majority of votes determined what happened, each vote made for a council's dilemma card adds to the ultimate effect.
  • You must vote for one of the available options. You can't abstain.
  • Each player must vote for one of the available options. They can't abstain.
  • No player votes until Expropriate resolves. Any responses to the spell must be made without knowing the outcome of the vote.
  • Votes are cast in turn order, and each player will know the votes of players who voted beforehand.
  • Prices

    Seller Price
    Cardkingdom 27.99 USD
    Cardmarket 29.77 EUR
    Tcgplayer 10.95 USD
    Manapool 16.82 USD

    Legalities

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

    Text

    Council's dilemma — Starting with you, each player votes for time or money. For each time vote, take an extra turn after this one. For each money vote, choose a permanent owned by the voter and gain control of it. Exile Expropriate.

    Game Plan #BBD-35 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 6
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Assist

    Rules

  • Assist allows another player to pay for any amount of generic mana. If an effect changes the cost of the spell, the amount that player may pay will be more or less than the amount in the spell’s reminder text.
  • If an effect allows a player to cast a spell spending mana “as though it were mana of any color” or “of any type,” that player must still pay for the colored mana in that spell’s total cost. That cost doesn’t become generic.
  • Only the generic mana portion of a spell’s cost can be paid with assist. Any colored mana costs must be paid by the spell’s controller, even if the assisting player paid mana of that color.
  • You may reveal a card with assist and discuss how to pay for it before you begin to cast the spell. Targets are chosen for that spell before you choose another player to help you pay for it and before that player has committed any mana to doing so.
  • Prices

    Seller Price
    Cardkingdom 0.99 USD
    Manapool 0.32 USD
    Tcgplayer 0.84 USD
    Cardmarket 0.51 EUR

    Legalities

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

    Text

    Assist (Another player can pay up to of this spell's cost.) Each player shuffles their hand and graveyard into their library, then draws seven cards. Exile Game Plan.

    Truth or Consequences #768 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 4.68 USD
    Cardkingdom 6.99 USD
    Tcgplayer 4.2 USD
    Cardmarket 2.25 EUR

    Legalities

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

    Text

    Secret council — Each player secretly votes for truth or consequences, then those votes are revealed. You draw cards equal to the number of truth votes. Then choose an opponent at random. Truth or Consequences deals 3 damage to that player for each consequences vote.