First printed in Murders at Karlov Manor (2024)
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 — , 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
Legality
- Legal in
- Standard, Pioneer, Modern, Legacy, Vintage, Future Standard, Historic, Timeless, Penny Dreadful, Gladiator, Commander, Duel Commander, Tiny Leaders, Oathbreaker, Brawl, Standard Brawl, Competitive Brawl
- Not legal in
- Pauper, Alchemy, Premodern, Old School 93/94, Pauper Commander, PreDH
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.
- "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]."
- "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
less to cast."
- 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.
- 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.
- If a creature is already suspected, suspecting it again won't have any effect.
- Each Case has two special keyword abilities: to solve and solved.
- 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]."
- Once a Case becomes solved, it stays solved until it leaves the battlefield.
- "To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
- Cases don't lose their other abilities when they become solved.
- 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.
- If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
- Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
Prices
MTGO price: 0.006 TIX, the cheapest non-foil print (average sell price on GoatBots, 1 Nov 2026).
In Limited on MTG Arena
Win rates in Arena drafts and sealed, retrieved from 17Lands (CC BY 4.0).
| Set | GIH WR | vs set | IWD | Games |
|---|---|---|---|---|
| Murders at Karlov Manor (MKM), Premier Draft | 56.8% | +1.8 | +4.9 | 15327 |
| Murders at Karlov Manor (MKM), Sealed | 58.5% | +4.0 | +5.1 | 1365 |
- GIH WR
- win rate of the games in which the card was in the opening hand or drawn
- vs set
- points above or below the average win rate of all decks in the set
- IWD
- improvement when drawn: GIH WR minus the win rate when the card stayed in the library
- Games
- games in which the card was seen