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Case of the Locked Hothouse

Magic: The GatheringMurders at Karlov Manor Promos#155p

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Magic: The Gathering

Coût de mana

Murders at Karlov Manor PromosPMKM · #155p
Type de carte
Enchantment — Case
Rareté
Rare
Prix indicatif
2,15 € · ★ 2,57 € · 2,58 $ · ★ 3,66 $
Valeur de mana
4
Couleur
Vert

Texte de la carte

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Légalité par format

  • BrawlAutorisée
  • CommanderAutorisée
  • CompetitivebrawlAutorisée
  • DuelAutorisée
  • FutureAutorisée
  • GladiatorAutorisée
  • HistoricAutorisée
  • LegacyAutorisée
  • ModernAutorisée
  • OathbreakerAutorisée
  • PennyAutorisée
  • PioneerAutorisée
  • StandardAutorisée
  • StandardbrawlAutorisée
  • TimelessAutorisée
  • VintageAutorisée

Légalités issues du catalogue importé ; vérifiez les règles du format avant un tournoi.
Données importées le 2026-10-06 (UTC).

Prix indicatifs Scryfall, actualisés quotidiennement. ★ : foil ; ★ E : foil gravé. EUR et USD correspondent à des marchés distincts.

Informations sur cette impression

Illustration
Leanna Crossan
Langue de la carte
English
Date de sortie
2024-02-09

Précisions de règles

"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."

"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."

"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.

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.

Cases don't lose their other abilities when they become solved.

Each Case has two special keyword abilities: to solve and solved.

Once a Case becomes solved, it stays solved until it leaves the battlefield.

The effect of Case of the Locked Hothouse that allows you to play an additional land is cumulative with similar effects. For example, if you control two Case of the Locked Hothouses, you'll be able to play three lands during each of your turns.

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]."

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