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"Find me cards equivalent to: Expose Evil"

Here are equivalent cards (White instants that tap creatures and/or investigate/clue/token effects):

  • Expose Evil (your requested card, for reference)
  • Press for Answers (Blue, but investigates and taps, so not White—so not strictly color-matching)
  • Compelling Deterrence (also not White, so excluded)
  • Just the Wind (not White, so excluded)

Closest in White (but slightly different effects):

  • Send to Sleep (Blue, but Sleep and Hold the Gates are also Blue)
  • Oppressive Rays (White aura, not instant, so not equivalent)
  • Repel the Abominable (Prevents damage, not tap/investigate)

Conclusion:
Expose Evil is unique among White instants for tapping creatures and investigating. No other White instants exactly match its effect.

Found Cards

9 Results

Compelling Deterrence

Expose Evil

Hold the Gates

Just the Wind

Oppressive Rays

Press for Answers

Repel the Abominable

Send to Sleep

Sleep

Compelling Deterrence #55 Instant

Info

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

    Rules

  • Compelling Deterrence checks to see if you control a Zombie after the target nonland permanent is returned to its owner’s hand. For example, if you target the only Zombie you control with Compelling Deterrence, you won’t discard a card.
  • If the target nonland permanent is an illegal target as Compelling Deterrence tries to resolve, it won’t resolve and none of its effects will happen. No player will discard a card.
  • The card returned to its owner’s hand may be the card they discard. If it’s the only card in that player’s hand, it must be discarded if you control a Zombie.
  • 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

    Return target nonland permanent to its owner's hand. Then that player discards a card if you control a Zombie.

    Expose Evil #SOI-19 Instant

    Info

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

    Abilities/Keywords

    Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If Expose Evil has at least one target and all of those targets become illegal, the spell doesn't resolve and you won't investigate.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • You can cast Expose Evil with no targets if you only want to investigate.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Prices

    Seller Price
    Cardmarket 0.18 EUR
    Cardkingdom 0.35 USD
    Tcgplayer 0.24 USD
    Manapool 0.15 USD

    Legalities

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

    Text

    Tap up to two target creatures. Investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")

    Hold the Gates #16 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Creatures you control will have vigilance even if you control no Gates.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD / 1.49 USD
    Manapool / 0.45 USD 0.15 USD
    Tcgplayer / 0.89 USD 0.22 USD
    Cardmarket / 0.71 EUR 0.19 EUR

    Legalities

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

    Text

    Creatures you control get +0/+1 for each Gate you control and have vigilance.

    Just the Wind #60 Instant

    Info

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

    Abilities/Keywords

    Madness

    Rules

  • A card with madness that's discarded counts as having been discarded even though it's put into exile rather than a graveyard. If it was discarded to pay a cost, that cost is still paid. Abilities that trigger when a card is discarded will still trigger.
  • A spell cast for its madness cost is put onto the stack like any other spell. It can be countered, copied, and so on. As it resolves, it's put onto the battlefield if it's a permanent card or into its owner's graveyard if it's an instant or sorcery card.
  • Cards are discarded in a Magic game only from a player's hand. Effects that put cards into a player's graveyard from anywhere else do not cause those cards to be discarded.
  • Casting a spell with madness ignores the timing rules based on the card's card type. For example, you can cast a sorcery with madness if you discard it during an opponent's turn.
  • If you choose not to cast a card with madness when the madness triggered ability resolves, it's put into your graveyard. Madness doesn't give you another chance to cast it later.
  • If you discard a card with madness to pay the cost of a spell or activated ability, that card's madness triggered ability (and the spell that card becomes, if you choose to cast it) will resolve before the spell or ability the discard paid for.
  • If you discard a card with madness while a spell or ability is resolving, it moves immediately to exile. Continue resolving that spell or ability, noting that the card you discarded is not in your graveyard at this time. Its madness triggered ability will be placed onto the stack once that spell or ability has completely resolved.
  • Madness works independently of why you're discarding the card. You could discard it to pay a cost, because a spell or ability tells you to, or because you have too many cards in your hand during your cleanup step. You can't discard a card with madness just because you want to, though.
  • To determine the total cost of a spell, start with the mana cost or alternative cost (such as a madness cost) you're paying, add any cost increases, then apply any cost reductions. The mana value of the spell is determined by only its mana cost, no matter what the total cost to cast that spell was.
  • Prices

    Seller Price
    Cardmarket 0.07 EUR / 0.21 EUR
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer / 0.45 USD 0.09 USD
    Manapool 0.15 USD / 0.25 USD

    Legalities

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

    Text

    Return target creature to its owner's hand. Madness (If youdiscardthis card,discardit into exile. When you do, cast it for its madness cost or put it into your graveyard.)

    Oppressive Rays #21 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Activated abilities are written in the form “Cost: Effect.” Some keywords are activated abilities and will have colons in their reminder texts. Static and triggered abilities are unaffected by Oppressive Rays.
  • The enchanted creature's controller can choose to not attack or block with it even if it must attack or block if able. Players can't be forced to pay a cost to attack or block.
  • Prices

    Seller Price
    Cardmarket 0.14 EUR / 0.42 EUR
    Tcgplayer / 0.39 USD 0.14 USD
    Cardkingdom 0.35 USD / 0.79 USD
    Manapool / 0.29 USD 0.15 USD

    Legalities

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

    Text

    Enchant creature Enchanted creature can't attack or block unless its controller pays . Activated abilities of enchanted creature cost more to activate.

    Press for Answers #80 Sorcery

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Sorcery
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Investigate

    Rules

  • Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.
  • If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.
  • You can't cast a spell without choosing legal targets. If all of those targets become illegal, the spell doesn't resolve and you won't investigate.
  • You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.
  • Prices

    Seller Price
    Manapool / 0.25 USD 0.15 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket 0.05 EUR / 0.1 EUR
    Tcgplayer 0.05 USD / 0.37 USD

    Legalities

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

    Text

    Tap target creature. It doesn't untap during its controller's next untap step. Investigate. (Create a Clue token. It's an artifact with ",Sacrificethis token: Draw a card.")

    Repel the Abominable #38 Instant

    Info

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

    Rules

  • If a spell or ability causes damage to be dealt, it will indicate what object deals the damage. The object dealing damage might not be the spell itself.
  • Sources that have no creature type at all are non-Human sources, as are sources with creature types that don’t include Human. A creature that is Human and has other types, such as a Human Werewolf, is still a Human source.
  • Prices

    Seller Price
    Tcgplayer 0.17 USD / 1.23 USD
    Manapool 0.15 USD / 0.7 USD
    Cardmarket 0.19 EUR / 0.73 EUR
    Cardkingdom 0.35 USD / 1.49 USD

    Legalities

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

    Text

    Prevent all damage that would be dealt this turn by non-Human sources.

    Send to Sleep #ORI-71 Instant

    Info

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

    Abilities/Keywords

    Rules

  • Check to see if there are two or more instant and/or sorcery cards in your graveyard as the spell resolves to determine whether the spell mastery ability applies. The spell itself won’t count because it’s still on the stack as you make this check.
  • If the spell mastery ability applies and a creature affected by Send to Sleep changes controllers before its old controller’s next untap step, Send to Sleep will prevent it from becoming untapped during its new controller’s next untap step.
  • If you chose two targets and one is an illegal target when Send to Sleep resolves, that creature won’t become tapped and it won’t be stopped from untapping during its controller’s next untap step (if the spell mastery ability applies). It won’t be affected by Send to Sleep in any way.
  • Send to Sleep can target tapped creatures. If a targeted creature is already tapped when the spell resolves (and the spell mastery ability applies), that creature remains tapped and doesn’t untap during its controller’s next untap step.
  • Prices

    Seller Price
    Cardkingdom 0.35 USD
    Tcgplayer 0.28 USD
    Cardmarket 0.25 EUR
    Manapool 0.15 USD

    Legalities

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

    Text

    Tap up to two target creatures. Spell mastery — If there are two or more instant and/or sorcery cards in your graveyard, those creatures don't untap during their controllers' next untap steps.

    Sleep #106 Sorcery

    Info

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

    Rules

  • The second part of Sleep’s ability affects all creatures the targeted player controls as Sleep resolves, not only the ones that Sleep actually caused to become tapped.
  • Prices

    Seller Price
    Manapool 0.23 USD
    Cardkingdom 0.35 USD
    Cardmarket 0.18 EUR
    Tcgplayer 0.28 USD

    Legalities

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

    Text

    Tap all creatures target player controls. Those creatures don't untap during that player's next untap step.