Case of the Pilfered Proof 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.
Official card text
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with ", Sacrifice this token: Draw a card.")
How it works : Case of the Pilfered Proof
Original English text — Wizards of the Coast / Scryfall
- #1· Wizards of the Coast
Each Case has two special keyword abilities: to solve and solved.
No other card is named in this ruling.
- #2· 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.
- #3· 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.
- #4· 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.
- #5· 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
less to cast."
No other card is named in this ruling.
- #6· 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.
- #7· 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.
- #8· Wizards of the Coast
Cases don't lose their other abilities when they become solved.
No other card is named in this ruling.
- #9· 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.
- #10· 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
- #11· 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
- #12· 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
- #13· 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
- #14· 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
Popular combos
Real combos played by the community, sorted by popularity.
Ekthi, Contaminator Priest + Armed with Proof + Case of the Pilfered Proof
- 1Cast Armed with Proof by paying
.
- 2When Armed with Proof enters, it triggers, creating three Clue tokens due to Case of the Pilfered Proof.
- 3When the Clues enter as Equipment due to Armed with Proof, their living weapon abilities given by them to Ekthi each trigger.
- 4Resolve the first living weapon trigger, creating a 0/0 Phyrexian Germ creature token and a Clue token due to Case of the Pilfered Proof.
- 5When the Clue enters as an Equipment, its living weapon ability triggers, creating a 0/0 Phyrexian Germ creature token and a Clue token due to Case of the Pilfered Proof.
- 6Repeat step 5.
Related cards and tokens
Legal formats
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Meta decks with Case of the Pilfered Proof
No archived Top 8 deck with this card yet.







