Case of the Locked Hothouse 

Enchantment — Case
Testo oracle (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.
Dettagli della stampa
- Set
- MKM · 155
- Rarità
- Rara
- Lingua
- EN
- Artista
- Leanna Crossan
- Uscita
- 2024-02-09
- Prezzi
- 2,75 € · 3,58 USD
Andamento del prezzo
La tendenza compare con almeno 7 giorni di storico.
- Cardmarket, trend
- CardTrader, minimo Near Mint (EN)
Lo storico parte dal 28 ottobre 2026 e si allunga ogni giorno.
Mostra i dati
| Data | Cardmarket, trend | CardTrader, minimo Near Mint (EN) |
|---|---|---|
| 31 ottobre 2026 | 2,77 € | 2,70 € |
| 30 ottobre 2026 | 2,75 € | 2,70 € |
| 29 ottobre 2026 | 2,73 € | 2,70 € |
| 28 ottobre 2026 | 2,67 € | 2,70 € |
Prezzi
| Fonte | Normale | Foil |
|---|---|---|
| Cardmarket | minimo 1,30 € trend 2,77 € media 30 gg 2,77 € | minimo 1,80 € trend 3,09 € media 30 gg 3,03 € |
| CardTrader (EN) | NM da 2,70 € con Zero da 3,43 € | NM da 4,69 € con Zero da 4,69 € |
| CardTrader (tutte le lingue) | NM da 2,10 € | NM da 3,28 € |
Cardmarket aggiornato il 31 ott 2026 · CardTrader aggiornato il 31 ott 2026
Compra e consulta
Legalità
- standard Legale
- pioneer Legale
- modern Legale
- legacy Legale
- vintage Legale
- commander Legale
- pauper Non legale
- alchemy Non legale
- brawl Legale
- competitivebrawl Legale
- duel Legale
- future Legale
- gladiator Legale
- historic Legale
- oathbreaker Legale
- oldschool Non legale
- paupercommander Non legale
- penny Legale
- predh Non legale
- premodern Non legale
- standardbrawl Legale
- timeless Legale
- tlr Non legale
Ruling
-
Each Case has two special keyword abilities: to solve and 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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"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 — [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.
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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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"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.
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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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Once a Case becomes solved, it stays solved until it leaves the battlefield.