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Case of the Stashed Skeleton

~$0.33 low · ~$2.60 high

Black. Enchantment — Case

one generic manaone black mana

0080 · MKM · R · ENWhat the codes mean

Case of the Stashed Skeleton

Murders at Karlov Manor #80 · Illustrated by Camille Alquier

What is Case of the Stashed Skeleton worth?

Cheapest copy

~$0.33

Non-foil · Murders at Karlov Manor #80

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Highest TCGplayer price

~$2.60

Promo foil · Murders at Karlov Manor Promos #80s

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5 prices from $0.33 to $2.60. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle 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 — one generic manaone black mana, Sacrifice this Case: Search your library for a card, put it into your hand, then shuffle. Activate only as a sorcery.

All 3 printings of Case of the Stashed Skeleton

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
Murders at Karlov Manor Promos #80p
Murders at Karlov Manor Promos
pmkm #80p· 2024Promorare· Cardmarket €0.68 · €0.78 foil
rare$1.25$2.00€0.68€0.78 foil
Murders at Karlov Manor Promos #80s
Murders at Karlov Manor Promos
pmkm #80s· 2024Promorare· Cardmarket €1.60 foil
rareNo non-foil printing$2.60€1.60 foil

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

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Card details

First printed
2024
Printings
3
Mana value
2
EDHREC rank
#6,767 on EDHREC (Commander popularity)
Keywords
Solved, Suspect
Artist
Camille Alquier

What the codes mean

The small print at the bottom of the Murders at Karlov Manor card (#80).

0080 · MKM · R · EN

  • 0080Collector number: this card's place in the set list.
  • MKMSet code for Murders at Karlov Manor
  • RRare
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (14)

  1. 2024-02-02

    "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.

  2. 2024-02-02

    "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]."

  3. 2024-02-02

    "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 one generic mana less to cast."

  4. 2024-02-02

    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.

  5. 2024-02-02

    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.

  6. 2024-02-02

    If a creature is already suspected, suspecting it again won't have any effect.

  7. 2024-02-02

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

  8. 2024-02-02

    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]."

  9. 2024-02-02

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

  10. 2024-02-02

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

  11. 2024-02-02

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

  12. 2024-02-02

    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.

  13. 2024-02-02

    If a suspected creature loses all abilities, it will lose menace and "This creature can't block", but it won't stop being suspected.

  14. 2024-02-02

    Being suspected isn't a copiable value. If a permanent becomes a copy of a suspected creature, it won't be suspected.

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