Caso da Estufa Trancada
Encantamento — Caso
Você pode jogar um terreno adicional em cada um de seus turnos.
Para Solucionar — Você controla sete ou mais terrenos. (Se o Caso não tiver sido solucionado, solucione-o no início de sua etapa final.)
Solucionado — Você pode olhar o card do topo de seu grimório a qualquer momento, e você pode jogar terrenos e conjurar mágicas de criatura e encantamento do topo de seu grimório.
Para Solucionar — Você controla sete ou mais terrenos. (Se o Caso não tiver sido solucionado, solucione-o no início de sua etapa final.)
Solucionado — Você pode olhar o card do topo de seu grimório a qualquer momento, e você pode jogar terrenos e conjurar mágicas de criatura e encantamento do topo de seu grimório.
standard
future
historic
gladiator
pioneer
explorer
modern
legacy
pauper
vintage
penny
commander
brawl
alchemy
paupercommander
duel
oldschool
premodern
Rulings
“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.”
“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].”
“To Solve — [condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved.”
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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.
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].”
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.
Each Case has two special keyword abilities: to solve and solved.
Cases don’t lose their other abilities when they become solved.
“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.
“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].”
“To Solve — [condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved.”
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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.
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].”
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.
Each Case has two special keyword abilities: to solve and solved.
Cases don’t lose their other abilities when they become solved.
“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.
Rulings
“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.”
“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].”
“To Solve — [condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved.”
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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.
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].”
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.
Each Case has two special keyword abilities: to solve and solved.
Cases don’t lose their other abilities when they become solved.
“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.
“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].”
“To Solve — [condition]” means “At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved.”
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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.
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].”
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.
Each Case has two special keyword abilities: to solve and solved.
Cases don’t lose their other abilities when they become solved.
“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.
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