Case of the Stashed Skeleton
Enchantment — Case
Card text
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.
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0.34 $
Foil 0.41 $
10 printings · up to 1.25 $
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Case of the Stashed Skeleton rulings
Each Case has two special keyword abilities: to solve and solved.
"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes 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]."
"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" 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.
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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.
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.
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.
If a creature is already suspected, suspecting it again won't have any effect.
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.
Case of the Stashed Skeleton keyword rules
Solved Rule 702.169
Solved is a keyword ability found on Case cards. See rule , “Case Cards.” “Solved” is followed by ability text. Together, they represent a static ability, a triggered ability, or an activated ability.
For a static ability, “Solved — [Ability text]” means “As long as this Case is solved, [ability text].”
For a triggered ability, “Solved — [Ability text]” means “[Ability text]. This ability triggers only if this Case is solved.”
For an activated ability, “Solved — [Ability text]” means “[Ability text]. Activate only if this Case is solved.”
Suspect Rule 701.58
Certain spells and abilities instruct a player to suspect a creature. That creature becomes suspected until it leaves the battlefield or until a spell or ability causes it to no longer be suspected.
Suspected is a designation a permanent can have. Only permanents can have the suspected designation. Suspected is neither an ability nor part of the permanent’s copiable values.
A suspected permanent has menace and “This creature can’t block” for as long as it’s suspected.
A suspected permanent can’t become suspected again.
Case of the Stashed Skeleton format legality
Constructed
- StandardLegal
- PioneerLegal
- ModernLegal
- Future StandardLegal
Eternal
- LegacyLegal
- VintageLegal
- PauperNot legal
- PremodernNot legal
- Old SchoolNot legal
- Penny DreadfulLegal
Commander
- CommanderLegal
- OathbreakerLegal
- Pauper CommanderNot legal
- Duel CommanderLegal
- PreDHNot legal
Arena & online
- HistoricLegal
- TimelessLegal
- AlchemyNot legal
- GladiatorLegal
- BrawlLegal
- Standard BrawlLegal
- Competitive BrawlLegal
Other
- TLRLegal
All printings of Case of the Stashed Skeleton 10
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