Case: Difference between revisions

From MTG Wiki
Jump to navigation Jump to search
>Neoheart
No edit summary
No edit summary
Line 4: Line 4:
|stats={{stats|W=1|U=2}}
|stats={{stats|W=1|U=2}}
}}
}}
'''Case''' is an [[enchantment type]] to be introduced in ''[[Murders at Karlov Manor]]''.
'''Case''' is an [[enchantment type]] to be introduced in ''[[Murders at Karlov Manor]]''. They represent mysteries to solve, and are the third type to use the vertical art and rules text design.
 
==Description==
Cases take after the design of [[Quest]]s, but with integrated rules rather than using [[quest counter]]s.
 
Cases have three abilities, listed from top to bottom. The first ability is a standard ability, which has no rules attached to it. The second ability is the "Solve" ability: it lists an intervening "if" condition for the player to achieve. Spelt out, it would be "At the beginning of the end step, if [condition], this Case is solved".
 
The third ability is the "Solved" ability, which only takes effect if the case is marked as "solved". These implicitly have "Activate this ability only if [card name] is solved." or "As long as [card name] is solved, X". While players may mark these enchantments with counters to remind themselves of these changes of state, being solved is a designation that is either true or not and do not rely on external markers, much like [[Classes]].


==Rules==
==Rules==

Revision as of 23:15, 16 January 2024

Case
Enchantment Type
(Subtype for enchantment cards)
Statistics
3 cards
{W} 33.3% {U} 66.7%
Scryfall Search
type:"Case"

Case is an enchantment type to be introduced in Murders at Karlov Manor. They represent mysteries to solve, and are the third type to use the vertical art and rules text design.

Description

Cases take after the design of Quests, but with integrated rules rather than using quest counters.

Cases have three abilities, listed from top to bottom. The first ability is a standard ability, which has no rules attached to it. The second ability is the "Solve" ability: it lists an intervening "if" condition for the player to achieve. Spelt out, it would be "At the beginning of the end step, if [condition], this Case is solved".

The third ability is the "Solved" ability, which only takes effect if the case is marked as "solved". These implicitly have "Activate this ability only if [card name] is solved." or "As long as [card name] is solved, X". While players may mark these enchantments with counters to remind themselves of these changes of state, being solved is a designation that is either true or not and do not rely on external markers, much like Classes.

Rules