'Case' cards

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Click for list of card names (15)
Case of the Burning Masks
Case of the Crimson Pulse
Case of the Filched Falcon
Case of the Gateway Express
Case of the Gorgon's Kiss
Case of the Locked Hothouse
Case of the Lost Witness
Case of the Market Melee
Case of the Pilfered Proof
Case of the Ransacked Lab
Case of the Shattered Pact
Case of the Shifting Visage
Case of the Stashed Skeleton
Case of the Trampled Garden
Case of the Uneaten Feast


Case of the Burning Masks

{1}{R}{R}

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Enchantment - Case
When this Case enters, it deals 3 damage to target creature an opponent controls. To solve - Three or more sources you controlled dealt damage this turn. (If unsolved, solve at the beginning of your end step.) Solved - Sacrifice this Case: Exile the top three cards of your library. Choose one of them. You may play that card this turn.

Case of the Crimson Pulse

{2}{R}

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Enchantment - Case
When this Case enters, discard a card, then draw two cards. To solve - You have no cards in hand. (If unsolved, solve at the beginning of your end step.) Solved - At the beginning of your upkeep, discard your hand, then draw two cards.

Case of the Filched Falcon

{U}

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Enchantment - Case

Case of the Gateway Express

{1}{W}

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Enchantment - Case
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature. To solve - Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.) Solved - Creatures you control get +1/+0.

Case of the Gorgon's Kiss

{B}

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Enchantment - Case
When this Case enters, destroy up to one target creature that was dealt damage this turn. To solve - Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.) Solved - This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.

Case of the Locked Hothouse

{3}{G}

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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.

Case of the Lost Witness

{1}{U}

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Enchantment - Case
When this Case enters, conjure four cards named Fblthp, the Lost into your library, then shuffle. Draw a card. To solve - You control a legendary Homunculus. Solved - You may look at the top card of your library any time and you may play lands and cast spells from the top of your library.

Case of the Market Melee

{1}{R}

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Enchantment - Case
When this Case enters, it deals 1 damage to any target. Damage isn't removed from creatures during cleanup steps. To solve - Three or more creatures are damaged. Solved - Whenever you attack with one or more creatures, this Case deals that much damage divided as you choose among any number of targets.

Case of the Pilfered Proof

{1}{W}

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Enchantment - Case

Case of the Ransacked Lab

{2}{U}

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Enchantment - Case
Instant and sorcery spells you cast cost {1} less to cast. To solve - You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved - Whenever you cast an instant or sorcery spell, draw a card.

Case of the Shattered Pact

{2}

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Enchantment - Case
When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle. To solve - There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.) Solved - At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.

Case of the Shifting Visage

{1}{U}{U}

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Enchantment - Case
At the beginning of your upkeep, surveil 1. To solve - There are fifteen or more cards in your graveyard. (If unsolved, solve at the beginning of your end step.) Solved - Whenever you cast a nonlegendary creature spell, copy that spell. (The copy becomes a token.)

Case of the Stashed Skeleton

{1}{B}

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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 - {1}{B}, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

Case of the Trampled Garden

{2}{G}

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Enchantment - Case
When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve - Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved - Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.

Case of the Uneaten Feast

{W}

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Enchantment - Case