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Case of the Stashed Skeleton

Case of the Stashed Skeleton

{1}{B}
Enchantment — Case

When this Case enters, create a 2/1 black Skeleton creature token and suspect it. (It has menace and can't block.)

To solve — You control no suspected Skeletons. (If unsolved, solve at the beginning of your end step.)

Solved — {1}{B}, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

Illustrated by Camille Alquier

Formats
Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#80s
RarityRare
ReleasedFeb 9, 2024
EDHREC rank#6,771

Prices

USD foil$2.48
EUR foil€1.56
Rulings (14)
  • "To solve" abilities will check for their condition twice: once when the ability would trigger, and once when it resolves. If the condition isn't true at the beginning of your end step, the ability won't trigger at all. If the condition isn't true when the ability resolves, the Case won't become solved.

    Feb 2, 2024 · Wizards of the Coast
  • "Solved — [Triggered ability]" means "[Triggered ability]. This ability triggers only if this Case is solved." Triggered abilities use the word "when," "whenever," or "at." They're often written as "[Trigger condition], [effect]."

    Feb 2, 2024 · Wizards of the Coast
  • "Solved — [static ability]" means "As long as this Case is solved, [static ability]." Static abilities are written as statements, such as "Creatures you control get +1/+1" or "Instant and sorcery spells you cast cost {1} less to cast."

    Feb 2, 2024 · Wizards of the Coast
  • When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.

    Feb 2, 2024 · Wizards of the Coast
  • There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.

    Feb 2, 2024 · Wizards of the Coast
  • If a creature is already suspected, suspecting it again won't have any effect.

    Feb 2, 2024 · Wizards of the Coast
  • Each Case has two special keyword abilities: to solve and solved.

    Feb 2, 2024 · Wizards of the Coast
  • The meaning of "solved" differs based on what type of ability follows it. "Solved — [activated ability]" means "[Activated ability]. Activate only if this Case is solved." Activated abilities contain a colon. They're generally written "[Cost]: [Effect]."

    Feb 2, 2024 · Wizards of the Coast
  • Once a Case becomes solved, it stays solved until it leaves the battlefield.

    Feb 2, 2024 · Wizards of the Coast
  • "To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."

    Feb 2, 2024 · Wizards of the Coast
  • Cases don't lose their other abilities when they become solved.

    Feb 2, 2024 · Wizards of the Coast
  • Being solved is not part of a permanent's copiable values. A permanent that becomes a copy of a solved Case is not solved. A solved Case that somehow becomes a copy of a different Case stays solved.

    Feb 2, 2024 · Wizards of the Coast
  • If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.

    Feb 2, 2024 · Wizards of the Coast
  • Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.

    Feb 2, 2024 · Wizards of the Coast

Printings (3)

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