Case of the Locked Hothouse

Variations

Parts

Case of the Locked Hothouse

Enchantment — Case
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.

 

 

 

Legalities

Not Legal
Duel
Brawl
Penny
Predh
Legacy
Modern
Pauper
Alchemy
Pioneer
Vintage
Explorer
Historic
Standard
Timeless
Commander
Gladiator
Oldschool
Premodern
Oathbreaker
Historicbrawl
Paupercommander
Standardbrawl
Legal
Future
Duel
Brawl
Legacy
Modern
Pioneer
Vintage
Explorer
Historic
Standard
Timeless
Commander
Gladiator
Oathbreaker
Standardbrawl
Penny
Alchemy

Rulings

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.

 

Market Pricing

 NormalFoil
Low$2.36
Median$3.50
High$11.83
Market$3.52
Direct Low$5.97
Buy at TCGPlayer

Other Printings

 NormalFoil
Murders at Karlov Manor Promos
Murders at Karlov Manor Promos$3.65

Pricing data provided by TCGPlayer