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Case of the Stashed Skeleton
USD $1.21
USD foil $2.50
EUR €0.77

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.

SolvedSuspect
Set
Murders at Karlov Manor Promos (PMKM #80p)
Rarity
Rare
Mana value
2
Released
2024-02-09
Artist
Camille Alquier
EDHREC rank
#6,719
Colour identity
{B}
Finishes
Nonfoil, Foil
Served from
Local database

Commander bracket

1 +
Fits any bracket
No Game Changer, land denial, extra turns or two-card combos.

Derived from card traits, not a ruling — bracket rules turn on how a deck intends to use a card. Bracket rules

EDHREC

Salt Score 0.13
How much players resent seeing this card. The scale tops out around 3.1.

Combos

Not part of any combo on Commander Spellbook.

Format legality

Rulings

  • 2024-02-02

    "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]."

  • 2024-02-02

    "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."

  • 2024-02-02

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

  • 2024-02-02

    "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.

  • 2024-02-02

    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.

  • 2024-02-02

    Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.

  • 2024-02-02

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

  • 2024-02-02

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

  • 2024-02-02

    If a creature is already suspected, suspecting it again won't have any effect.

  • 2024-02-02

    If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.

  • 2024-02-02

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

  • 2024-02-02

    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]."

  • 2024-02-02

    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.

  • 2024-02-02

    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.

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