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"Find me cards equivalent to: Case of the Pilfered Proof"

There are currently no Enchantment — Case cards in white (W) that have similar mechanics to Case of the Pilfered Proof.
Closest equivalents in white, focused on Detective/token synergy or similar solve mechanics, are:

  • Case of the Stashed Skeleton: Another white Case enchantment.
  • Wedding Announcement (white, generates tokens and gives value for creature counts).
  • Search Party Captain (detective synergy, white, though not an enchantment).
  • Benny Bracks, Zoologist (white, card draw for tokens).
  • Locthwain Lancer (not white, but similar triggered token effect when creatures enter).

All Case type enchantments are new to Murders at Karlov Manor, and white Case cards with solve mechanics are still few. Case of the Pilfered Proof is quite unique within its color and type.

Reason: Very specific mechanics (Detective check and token/Clue synergy) are nearly exclusive to this Case cycle.

Found Cards

4 Results

Case of the Pilfered Proof

Case of the Stashed Skeleton

Locthwain Lancer

Search Party Captain

Case of the Pilfered Proof #9 Enchantment — Case

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 2
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Case
  • Languages:
    Layout:
    Case
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Solved

    Rules

  • "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]."
  • "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."
  • "To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes 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.
  • 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.
  • Cases don't lose their other abilities when they become solved.
  • 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.
  • Each Case has two special keyword abilities: to solve and solved.
  • 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.
  • Once a Case becomes solved, it stays solved until it leaves the battlefield.
  • 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.
  • 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.
  • 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]."
  • 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.
  • Prices

    Seller Price
    Manapool / 0.15 USD 0.15 USD
    Tcgplayer / 0.14 USD 0.22 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Cardmarket / 0.11 EUR 0.09 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a Detective you control enters or is turned face up, put a +1/+1counteron 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 ",Sacrificethis token: Draw a card.")

    Case of the Stashed Skeleton #80p Enchantment — Case

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Case
  • Languages:
    Layout:
    Case
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Solved Suspect

    Rules

  • "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]."
  • "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."
  • "To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes 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.
  • 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.
  • Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.
  • Cases don't lose their other abilities when they become solved.
  • Each Case has two special keyword abilities: to solve and solved.
  • If a creature is already suspected, suspecting it again won't have any effect.
  • If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.
  • Once a Case becomes solved, it stays solved until it leaves the battlefield.
  • 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]."
  • 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.
  • 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.
  • Prices

    Seller Price
    Cardkingdom / 1.49 USD 1.79 USD
    Manapool / 2.7 USD 1.25 USD
    Tcgplayer 1.21 USD / 2.4 USD
    Cardmarket 0.79 EUR / 0.87 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    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 — ,Sacrificethis Case: Search your library for a card, put it into your hand, thenshuffle Activate only as a sorcery.

    Locthwain Lancer #114 Creature — Human Knight

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 5
    Power/Toughness: 5/5
    Types:
  • Creature
  • SubTypes:
  • Human
  • Knight
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Menace

    Rules

  • If Locthwain Lancer dies at the same time as other nontoken Knights you control, its ability will trigger once for itself (assuming it’s not a token) and once for each of those other Knights.
  • Prices

    Seller Price
    Manapool 0.29 USD
    Cardmarket / 0.49 EUR 0.42 EUR
    Cardkingdom 1.29 USD
    Tcgplayer 0.32 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Menace Whenever a nontoken Knight you control dies, each opponent loses 1 life and you draw a card.

    Search Party Captain #32 Creature — Human Soldier

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 4
    Power/Toughness: 2/2
    Types:
  • Creature
  • SubTypes:
  • Human
  • Soldier
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • No entries
  • Prices

    Seller Price
    Cardmarket / 0.25 EUR 0.12 EUR
    Tcgplayer / 0.19 USD 0.21 USD
    Manapool 0.15 USD / 0.15 USD
    Cardkingdom / 0.49 USD 0.35 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This spell costs less to cast for each creature you attacked with this turn. When this creature enters, draw a card.