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Case of the Stashed Skeleton PMKM

Other printings of "Case of the Stashed Skeleton": MKM #80 PMKM #80p PMKM #80s

Card

id75869
artistCamille Alquier
artistIdsa0670296-0225-4630-95c6-feab68d14df4
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityB
colorIndicator
colorsB
defense
duelDeck
edhrecRank6611
edhrecSaltiness0.18
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil1
hasNonFoil0
isAlternative1
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo1
isRebalanced
isReprint1
isReserved
isStarter1
isStorySpotlight
isTextless
isTimeshifted
keywordsSuspect
languageEnglish
layoutcase
leadershipSkills
life
loyalty
manaCost{1}{B}
manaValue2
nameCase of the Stashed Skeleton
number80s
originalPrintings
originalReleaseDate
originalText
otherFaceIds
power
printingsMKM, PMKM
promoTypesprerelease, datestamped
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodePMKM
side
signature
sourceProducts{'foil': ['60f39425-9415-5a4f-b331-dd7a18c5eedb']}
subsets
subtypesCase
supertypes
textWhen 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 — {1}{B}, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
toughness
typeEnchantment — Case
typesEnchantment
uuid5657d590-7af8-5ccb-8247-f6dcdead6d66
variations887bcbeb-d4cb-50bd-9326-dc333ddd0757
watermark
setNameMurders at Karlov Manor Promos

Identifiers

id75869
cardKingdomEtchedId
cardKingdomFoilId291558
cardKingdomId
cardsphereFoilId116975
cardsphereId
deckboxId88457
mcmId
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idc1b74e6e-17c1-5ba6-9b7b-b107a6d3c3a9
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId6bef6111-6362-4bc6-92fc-b9844e3f52f5
scryfallIllustrationIda49ccad1-3da0-4ca5-bc77-da137da9cda5
scryfallOracleId64219e17-1302-4a43-85d2-8a6214448890
tcgplayerEtchedProductId
tcgplayerProductId536487
uuid5657d590-7af8-5ccb-8247-f6dcdead6d66

Legalities

id75869
alchemy
brawlLegal
commanderLegal
duelLegal
futureLegal
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
pennyLegal
pioneerLegal
predh
premodern
standardLegal
standardbrawlLegal
timelessLegal
uuid5657d590-7af8-5ccb-8247-f6dcdead6d66
vintageLegal

Purchase URLs

id75869
cardKingdom
cardKingdomEtched
cardKingdomFoilhttps://mtgjson.com/links/15ae6b715c8f6568
cardmarket
tcgplayerhttps://mtgjson.com/links/a50e05e44b8e0c53
tcgplayerEtched
uuid5657d590-7af8-5ccb-8247-f6dcdead6d66

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.
2024-02-02Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
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.
2024-02-02If a creature is already suspected, suspecting it again won't have any effect.
2024-02-02If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
2024-02-02Once a Case becomes solved, it stays solved until it leaves the battlefield.
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]."
2024-02-02There'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.
2024-02-02When 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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