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Case of the Shattered Pact

MKM (Murders at Karlov Manor) · #1 · EN

Case of the Shattered Pact

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.
RzadkośćUncommon
PLN regular0,52 zł
PLN foil0,79 zł
PLN etched—

Case of the Shattered Pact

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.

Jak działa karta?

Przy wejściu wyszukaj basic land do ręki. Na początku twojego kroku końcowego, jeśli kontrolujesz permanenty we wszystkich pięciu kolorach, Case staje się solved. Gdy jest solved, na początku twojej fazy walki możesz dać jedno ze swoich stworzeń flying, double strike i vigilance do końca tury.

Karta: Enchantment — Case.
Gdy ta karta wchodzi na pole bitwy: wyszukujesz w swojej bibliotece basic land (podstawowy land), ujawniasz go, wkładasz do ręki, potem tasujesz bibliotekę. To działanie wykonuje się natychmiast po wejściu na pole bitwy jako odrębny efekt wywołany przez wejście na pole.
To solve — "There are five colors among permanents you control." Znaczy to: na początku twojego kroku końcowego, jeśli ta Case nie jest już solved, sprawdź czy permanenty, które kontrolujesz, łącznie reprezentują pięć kolorów many (biały, niebieski, czarny, czerwony i zielony). Jeśli warunek jest prawdziwy w momencie sprawdzania wyzwalacza na początku kroku końcowego, wyzwala się zdolność, a gdy ta zdolność rozwiąże się i warunek nadal będzie prawdziwy, ta Case zostaje solved. Jeśli warunek nie jest prawdziwy w momencie sprawdzania na początku kroku końcowego, zdolność nie wyzwala. Jeśli wyzwalacz wyzwolił, ale przy rozwiązywaniu warunek nie jest spełniony, Case nie stanie się solved.
Solved — "At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn." Ponieważ jest to "Solved — [Triggered ability]", zdolność ta triggeruje tylko jeśli ta Case jest solved. Gdy triggeruje na początku fazy walki twojej tury, wybierasz cel: stworzenie, które kontrolujesz. To stworzenie zyskuje jednocześnie flying (lata), double strike (podwójny atak) i vigilance (czujność) do końca tury.
Dodatkowe zasady i ważne punkty:
- "Solved" to stan trwały dla tej karty dopóki nie opuści pola bitwy; gdy Case stanie się solved, pozostaje solved aż zniknie z pola bitwy.
- Jeśli Case stanie się kopią innego Case, stan solved nie jest kopiowany ani zachowywany (bycie solved nie jest częścią kopiowalnych wartości). Natomiast jeśli solved Case stanie się kopią innego permanentu, pozostaje solved do momentu opuszczenia pola bitwy.
- Case nie traci innych zdolności po rozwiązaniu; nadal ma zdolność wejścia na pole bitwy i zdolność to solve (już użytej) oraz solved trigger.
- Symbole many oraz nazwy własne należy czytać dosłownie (np. basic land oznacza rodzaj karty land: Plains, Island, Swamp, Mountain lub Forest).

Ważne interakcje

Częste pomyłki

Przykład

Przykład: Jeśli na początku twojego kroku końcowego kontrolujesz permanenty reprezentujące wszystkie pięć kolorów (np. Plains, Island, Swamp, Mountain i Forest), zdolność to solve wyzwoli. Gdy zdolność się rozwiąże i warunek wciąż będzie prawdziwy, Case stanie się solved. Następnie, na początku następnej fazy walki twojej tury, trigger solved pozwoli nadać wybranemu stworzeniu flying, double strike i vigilance do końca tury.

Materiał wygenerowany automatycznie. W razie rozbieżności obowiązuje angielski tekst Oracle i oficjalne zasady.

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Set
Murders at Karlov Manor (MKM)
Data wydania
2024-02-09
Rzadkość
Uncommon
Artysta
Peter Polach
Mana value
2
Mana cost
{2}
Power / Toughness
— / —
Layout / frame
case / 2015
Foil / nonfoil
foil nonfoil
Scryfall ID
2a70f0ae-d49b-4cc8-9f76-895039c3dc39
Oracle ID
d00a089b-7d0d-4b89-902b-7b914e892178
Słowa kluczowe
Solved
Tożsamość kolorów
Bezkolorowa
Produkuje manę
—
Dostępne wykończenia
nonfoil, foil
Platformy
paper, mtgo, arena
Cechy wydruku
Dostępna w boosterze
Efekty ramki
—
Typ promocji
—
Watermark
—
Obramowanie / znacznik
black / —
EDHREC rank
11 852
Penny rank
—
Multiverse IDs
646565
Arena ID
88922
MTGO ID
121492
TCGplayer ID
534705
Cardmarket ID
752585
Illustration ID
c539ee81-ace6-488c-a704-3d43d292ec23
Status obrazu
highres_scan

"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" 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.

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

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]."

Cases don't lose their other abilities when they become 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 — [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]."

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

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

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