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Case of the Filched FalconHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Murders at Karlov Manor· February 9, 2024
Carte Magic Case of the Filched Falcon

Case of the Filched Falcon is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

When this Case enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.) Solved — {2}{U}, Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.

How it works : Case of the Filched Falcon

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The artifact retains any types, subtypes, or supertypes it has.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If the target artifact is an attached Equipment, it becomes unattached. If an Equipment without reconfigure becomes an artifact creature, it can't be attached to another creature.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    If the target noncreature artifact is a Vehicle, its power and toughness will be set to 0/0. Crewing that Vehicle will not restore its power and toughness.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    The resulting artifact creature will be able to attack on your turn if it's been under your control continuously since the turn began. That is, it doesn't matter how long it's been a creature, just how long it's been on the battlefield.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

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

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

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

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    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]."

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    "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]."

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    "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."

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    "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.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

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

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    Cases don't lose their other abilities when they become solved.

    No other card is named in this ruling.

  13. #13· Wizards of the Coast

    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.

    No other card is named in this ruling.

  14. #14· Wizards of the Coast

    Clue is an artifact type. Even though it appears on some cards with other permanent types, it's never a creature type, a land type, or anything but an artifact type.

    Card named in this ruling

  15. #15· Wizards of the Coast

    If an effect refers to a Clue, it means any Clue artifact, not just a Clue artifact token. For example, you can sacrifice Wrench to pay for Alquist Proft, Master Sleuth's activated ability.

    Card named in this ruling

  16. #16· Wizards of the Coast

    You can't sacrifice a Clue to pay multiple costs. For example, you can't sacrifice a Clue token to activate its own ability and also to activate Alquist Proft, Master Sleuth's ability.

    Card named in this ruling

  17. #17· Wizards of the Coast

    Some spells and abilities that investigate may require targets. If each target chosen is an illegal target as that spell or ability tries to resolve, it won't resolve. You won't create any Clue tokens.

    Card named in this ruling

  18. #18· Wizards of the Coast

    Some abilities trigger "whenever you sacrifice a Clue". Those abilities trigger whenever you sacrifice a Clue for any reason, not just to activate a Clue's activated ability.

    Card named in this ruling

Related cards and tokens

02

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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