Case of the Locked Hothouse

Case of the Locked Hothouse

Enchantment — Case

Oracle text (EN)

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.

Printing details

Set
PMKM · 155s
Rarity
Rare
Language
EN
Artist
Leanna Crossan
Released
2024-02-09
Prices
€5.95 · $7.41

Price history

The trend shows with at least 7 days of history.

  • Cardmarket, trend

The history starts on October 28, 2026 and grows every day.

Show the data
DateCardmarket, trend
October 28, 2026€5.95

Prices

SourceNon-foilFoil
Cardmarketlow €1.99 trend €0.00 30-day avg –low €1.99 trend €5.95 30-day avg €4.64
CardTrader (EN)No offers
CardTrader (any language)No offers

Cardmarket updated Nov 2, 2026

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 Not legal

Rulings

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

  • "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."

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

  • 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]."

  • "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.

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

  • "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]."

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

Printings

10 printings

SetNo.RarityLanguageEURUSDCMCT
PMKM(Shown printing)155sRareEN€5.95$7.41€1.99–
MKM155RareEN€2.77$3.25€1.30€2.70
MKM155RareDE––€1.30€2.74
PMKM155pRareEN€2.09$2.66€1.40–
MKM155RareFR––€1.30€3.06
MKM155RareZHS––€1.30€3.07
MKM155RareIT––€1.30€2.10
MKM155RareJA––€1.30€5.24
MKM155RareES––€1.30€3.61
MKM155RarePT––€1.30–

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