Caso dello Scheletro Nascosto 

Case of the Stashed Skeleton
Incantesimo — Caso
Printed (IT)
Incantesimo — Caso
Quando questo Caso entra nel campo di battaglia, crea una pedina creatura Scheletro 2/1 nera e sospettala. (Ha minacciare e non può bloccare.)
Risolvere — Non controlli nessuno Scheletro sospettato. (Se irrisolto, risolvilo all'inizio della tua sottofase finale.)
Risolto — , Sacrifica questo Caso: Passa in rassegna il tuo grimorio per una carta e aggiungila alla tua mano, poi rimescola. Attiva solo come una stregoneria.
Oracle text (EN)
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.
Printing details
- Set
- MKM · 80
- Rarity
- Rare
- Language
- IT
- Artist
- Camille Alquier
- Released
- 2024-02-09
- Prices
- – · –
Price history
The trend shows with at least 7 days of history.
- Cardmarket, trend
- CardTrader, Near Mint minimum (IT)
The history starts on October 28, 2026 and grows every day.
Show the data
| Date | Cardmarket, trend | CardTrader, Near Mint minimum (IT) |
|---|---|---|
| November 2, 2026 | €0.47 | €0.50 |
| November 1, 2026 | €0.46 | €0.50 |
| October 31, 2026 | €0.47 | €0.50 |
| October 29, 2026 | €0.50 | €0.50 |
| October 28, 2026 | €0.51 | €0.50 |
Prices
| Source | Non-foil | Foil |
|---|---|---|
| Cardmarket | low – trend €0.47 30-day avg €0.50 | low – trend €1.25 30-day avg €0.77 |
| CardTrader (IT) | NM from €0.50 with Zero from €0.56 | NM from €1.08 with Zero from €1.08 |
| CardTrader (any language) | NM from €0.43 | NM from €0.60 |
Cardmarket updated Nov 2, 2026 · CardTrader updated Nov 2, 2026
Buy and look up
Legality
- standard Legal
- pioneer Legal
- modern Legal
- legacy Legal
- vintage Legal
- commander Legal
- pauper Not legal
- alchemy Not legal
- brawl Legal
- competitivebrawl Legal
- duel Legal
- future Legal
- gladiator Legal
- historic Legal
- oathbreaker Legal
- oldschool Not legal
- paupercommander Not legal
- penny Legal
- predh Not legal
- premodern Not legal
- standardbrawl Legal
- timeless Legal
- tlr Legal
Rulings
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"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.
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"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]."
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"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."
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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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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.
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If a creature is already suspected, suspecting it again won't have any effect.
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Each Case has two special keyword abilities: to solve and solved.
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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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Once a Case becomes solved, it stays solved until it leaves the battlefield.
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"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
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Cases don't lose their other abilities when they become solved.
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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.
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If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
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Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.