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Case of the Locked Hothouse PMKM

Other printings of "Case of the Locked Hothouse": MKM #155 PMKM #155p PMKM #155s

Card

id75912
artistLeanna Crossan
artistIds976cfe82-042e-4c2a-b762-2bc3e86cb6d0
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityG
colorIndicator
colorsG
defense
duelDeck
edhrecRank1338
edhrecSaltiness0.24
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil, foil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywords
languageEnglish
layoutcase
leadershipSkills
life
loyalty
manaCost{3}{G}
manaValue4
nameCase of the Locked Hothouse
number155p
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power
printingsMKM, PMKM
promoTypespromopack, stamped, planeswalkerstamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePMKM
side
signature
sourceProducts
subsets
subtypesCase
supertypes
textYou 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.
toughness
typeEnchantment — Case
typesEnchantment
uuid5868434f-b2f0-56e5-82a5-585eeb140c60
variationsc3ba1d49-e2d8-5fc9-a320-599f470f15d1
watermark
setNameMurders at Karlov Manor Promos

Identifiers

id75912
cardKingdomEtchedId
cardKingdomFoilId293536
cardKingdomId293535
cardsphereFoilId
cardsphereId116811
deckboxId88569
mcmId753883
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Ide2daa063-3890-5d20-ab5b-58cacc9dd1a3
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId2332cd42-0918-4987-bd6a-580466b36a93
scryfallIllustrationId092c9d63-aa31-4cf7-8290-e1dd543ecdbd
scryfallOracleId2380fd04-6d19-4f5a-8a9e-c17d9ae09fb6
tcgplayerEtchedProductId
tcgplayerProductId536641
uuid5868434f-b2f0-56e5-82a5-585eeb140c60

Legalities

id75912
alchemy
brawlLegal
commanderLegal
duelLegal
futureLegal
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standardLegal
standardbrawlLegal
timelessLegal
uuid5868434f-b2f0-56e5-82a5-585eeb140c60
vintageLegal

Purchase URLs

id75912
cardKingdomhttps://mtgjson.com/links/a9ebb5f64a2582f3
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/7dc03dc298b6bd1c
cardmarket
tcgplayerhttps://mtgjson.com/links/6b1e522f8a2fe228
tcgplayerEtched
uuid5868434f-b2f0-56e5-82a5-585eeb140c60

Foreign Data (per language)

No foreign data.

Rulings

datetext
2024-02-02"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]."
2024-02-02"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."
2024-02-02"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
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.
2024-02-02Being 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.
2024-02-02Cases don't lose their other abilities when they become solved.
2024-02-02Each Case has two special keyword abilities: to solve and solved.
2024-02-02Once a Case becomes solved, it stays solved until it leaves the battlefield.
2024-02-02The 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.
2024-02-02The 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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