Case of the Stashed Skeleton 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
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 —, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.
How it works : Case of the Stashed Skeleton
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
When an effect suspects a creature, it becomes suspected. It gains menace and "This creature can't block" for as long as it's suspected. It stays suspected until it leaves the battlefield or another effect causes it to no longer be suspected.
No other card is named in this ruling.
- #11· Wizards of the Coast
If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
No other card is named in this ruling.
- #12· Wizards of the Coast
Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
No other card is named in this ruling.
- #13· Wizards of the Coast
If a creature is already suspected, suspecting it again won't have any effect.
No other card is named in this ruling.
- #14· Wizards of the Coast
There's no limit to the number of creatures that can be suspected simultaneously. Suspecting a new creature doesn't cause other creatures to stop being suspected.
No other card is named in this ruling.
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Meta decks with Case of the Stashed Skeleton
No archived Top 8 deck with this card yet.




