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Moxonomy

Hell to Pay

SorceryX generic manaRed mana

X-damage burn has always spent its overflow into nothing: point six at a two-toughness creature and the extra four evaporate. This one collects the change. The overkill converts directly into tapped Treasure, which means the spell is priced not just on what it kills but on how badly you overpay to kill it. That reframes the sequencing math entirely. A tidy, efficient removal spell wants to size X exactly to the target's toughness; this one rewards the opposite instinct, aiming a bloated X at a small blocker and banking the difference toward whatever comes next turn. The Treasure arrives tapped, so it never fuels the same turn's follow-up, which is the restraint that keeps the card from spiraling: you commit the mana this turn and recoup it the next. The design sits in a lineage of red cards that soften the tempo cost of removal (Seething Song and its ilk generated raw mana; the Treasure wave attached it to bodies and artifacts), but this attaches the mana specifically to the act of killing something too small, turning red's habitual inefficiency into a resource. It is a removal spell that gets better the more you waste it, which is a strange and specific thing to build.

Hell to Pay (potj)
POTJ · #126prare
Pricing
Normal: $0.66
Foil: $1.48
Oracle Text

Rules 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.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
Legal
Historic
Legal
Alchemy
N/A
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

2 sets
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