Murders at Karlov Manor cards have been out for a while now and players have had the opportunity to play with the new cards in a variety of settings. This set has a lot of interesting mechanics in it that lend themselves to interesting gameplay. For instance, navigating a game of Limited with multiple face-down Disguise Creatures out can be rather skill testing. Figuring out how and when to block without getting blown out is extremely important.

Beyond just Limited, we are starting to see different mechanics cement themselves in various Constructed formats. With regards to Disguise, Fugitive Codebreaker Fugitive Codebreaker Fugitive Codebreaker Prowess, haste
Disguise {5}{R}. This cost is reduced by {1} for each instant and sorcery card in your graveyard. (You may cast this card face down for {3} as a 2/2 creature with ward {2}. Turn it face up any time for its disguise cost.)
When this creature is turned face up, discard your hand, then draw three cards.
has become a Standard staple. Meanwhile, Deadly Cover-Up Deadly Cover-Up Deadly Cover-Up As an additional cost to cast this spell, you may collect evidence 6.
Destroy all creatures. If evidence was collected, exile a card from an opponent's graveyard. Then search its owner's graveyard, hand, and library for any number of cards with that name and exile them. That player shuffles, then draws a card for each card exiled from their hand this way.
does a great job highlighting the Collect Evidence keyword in Pioneer Niv to Light decks.

Perhaps the most impactful new mechanic on Constructed play, however, is actually a new Enchantment type. Perfect for a murder mystery set, Cases require a bit of work to maximize. The goal is to Solve them to gain a benefit for future turns. Today, we are going to focus on exactly how these cases function and which ones in particular are the strongest in different formats.

How Cases Work

Case of the Stashed Skeleton

All Cases fit a rather similar theme in how they play out in a game of MTG. Cases are the third Enchantment type (after Sagas and Classes) to feature text designed to be read vertically and, much like Classes, provide some effect right away just for casting the spell. For example, Case of the Stashed Skeleton creates a Suspected 2/1 Skeleton token when it enters the battlefield.

From there, Cases have the potential to provide additional bonuses or abilities, but only if you meet a specified requirement. This criterion is labeled in the “To Solve” portion of the Case. For Case of the Stashed Skeleton, the requirement that needs to be met in order to Solve the Case is for you to control zero Suspected Skeletons. This can be done in a number of ways, such as removing your Skeleton token or using a card like Airtight Alibi Airtight Alibi Airtight Alibi Flash
Enchant creature
When this Aura enters, untap enchanted creature. It gains hexproof until end of turn. If it's suspected, it's no longer suspected.
Enchanted creature gets +2/+2 and can't become suspected.
to make your Skeleton no longer Suspected.

Once you have met the necessary criteria, your Case will become Solved at the beginning of your next end step. Now, you will have access to the “Solved” portion of the case, which in this example, lets you pay two mana and sacrifice the Case to tutor any card from your deck and put it into your hand. Notably, because this Case’s final ability can only be activated at Sorcery speed and the Case isn’t Solved until your end step, you won’t be able to use it until your next turn.

Read More: Multitude of MTG Karlov Manor Cards Transform Modern Valakut Strategy!

Cases in Standard

Case of the Gateway Express

Now that we’ve gone over how Cases function, it’s worth discussing which Cases are the most impactful. In a Standard environment, no Case has helped shape the metagame more than Case of the Gateway Express. Case of the Gateway Express certainly requires you to build your deck in a specific way to maximize it, but the payoff is huge. When it enters the battlefield, you immediately get to remove an opposing Creature, assuming you have a large number of Creatures in play already.

Thankfully, in the Boros Convoke shell where Case of the Gateway Express sees play, the deck is filled with efficient Creatures and ways to make tokens. Casting a single copy of Gleeful Demolition Gleeful Demolition Gleeful Demolition Destroy target artifact. If you controlled that artifact, create three 1/1 red Phyrexian Goblin creature tokens. already helps make sure that you can use this Case as a clean removal spell. Not only that, but Gleeful Demolition singlehandedly generates the perfect number of attackers needed to Solve the Case.

As such, it’s a common play pattern to cast Novice Inspector Novice Inspector Novice Inspector When this creature enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") or Voldaren Epicure Voldaren Epicure Voldaren Epicure When this creature enters, it deals 1 damage to each opponent. Create a Blood token. (It's an artifact with "{1}, {T}, Discard a card, Sacrifice this token: Draw a card.") on turn one and follow it up with a turn two Gleeful Demoliton. Now, on turn three, you can slam Case of the Gateway Express, attack with your Creatures, and reap the rewards from the Solved Case on future turns. With enough of a board presence, Case of the Gateway Express acts closely to Terminate Terminate Terminate Destroy target creature. It can't be regenerated. and Glorious Anthem Glorious Anthem Glorious Anthem Creatures you control get +1/+1. in one card. That’s a lot for two mana!

Beyond Case of the Gateway Express, some mono-red shells have made good use of Case of the Crimson Pulse Case of the Crimson Pulse Case of the Crimson Pulse When this Case enters, discard a card, then draw two cards.
To solve — You have no cards in hand. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of your upkeep, discard your hand, then draw two cards.
. Case of the Crimson Pulse doesn’t do a whole lot right away, especially for an aggressive red deck. However, the reward for Solving the Case is enormous. Once you have run out of gas and have no cards in hand, there’s no need to fear, since Case of the Crimson Pulse will provide a massive amount of card advantage for the rest of the game.

Much like Experimental Frenzy Experimental Frenzy Experimental Frenzy You may look at the top card of your library any time.
You may play lands and cast spells from the top of your library.
You can't play lands or cast spells from your hand.
{3}{R}: Destroy this enchantment.
from Standard red decks of old, this card rewards you for having lots of cheap cards that you can play all at once. For decks that can’t easily remove the Case once it’s in play, like Dimir midrange, the card is a real problem.

Read More: MTG Fallout Deck has the Best Voting Card Ever!

Cases Beyond Standard

Case of the Filched Falcon

Even outside of a Standard setting, Cases are making their presences felt. In Pioneer, Case of the Filched Falcon often shows up in various Ensoul Artifact Ensoul Artifact Ensoul Artifact Enchant artifact
Enchanted artifact is a creature with base power and toughness 5/5 in addition to its other types.
shells. It’s not out of the ordinary to Solve this case as early as turn two. Obviously, you can convert your Clue from Case of the Filched Falcon into a 4/4 Flier. However, targeting Darksteel Citadel Darksteel Citadel Darksteel Citadel Indestructible
{T}: Add {C}.
can be quite difficult for black midrange decks to beat.

In Commander, Case of the Ransacked Lab Case of the Ransacked Lab Case of the Ransacked Lab Instant and sorcery spells you cast cost {1} less to cast.
To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Whenever you cast an instant or sorcery spell, draw a card.
has the potential to be a game-breaking bomb in the right circumstance. Casting four Instant or Sorcery cards in the same turn isn’t necessarily easy, but cheap cantrips and various Ritual effects can do the trick. Once Solved, the world is your oyster, as every Instant and Sorcery spell you cast for the rest of the game draws you a card! Combine this with the mana discount you already had access to, and things can get out of hand.

Murders at Karlov Manor was the perfect set to try out this new mechanic. All things considered, the Cases themselves seem to work pretty smoothly. They may take some getting used to, but they aren’t overly complicated and add a nice layer to gameplay overall.

Read More: Standard Legal MTG Board Wipe Sees 344% Price Increase!

Leave a Reply

Your email address will not be published. Required fields are marked *