Case of the Locked Hothouse card art

Case of the Locked Hothouse

Enchantment — Case MV 4

Tracked across real Commander games played through TurnZero HQ.

What it does

You may play an additional land on each of your turns.

To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.)

Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Combos with Case of the Locked Hothouse

Lines this card is part of — what it needs alongside it, and what the two of them do. An infinite result is the one that moves a deck's bracket.

  • Mortuary Ashnod's Altar Infinite
    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite creature sacrifice triggers
    • Infinite death triggers
    • Infinite colorless mana
    • Infinite storm count
    See the steps on Commander Spellbook →
  • Mortuary Ashnod's Altar Infinite
    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite creature sacrifice triggers
    • Infinite death triggers
    • Infinite colorless mana
    • Infinite storm count
    See the steps on Commander Spellbook →
  • Pulmonic Sliver Basal Sliver Infinite
    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite storm count
    See the steps on Commander Spellbook →
  • Glacial Chasm Ramunap Excavator Infinite
    • Prevent all damage that would be dealt to you
    • Lock
    See the steps on Commander Spellbook →
  • Charismatic Conqueror The Twelfth Doctor Infinite
    • Infinite creature ETB
    • Infinite creature tokens
    • Infinite creature ETB for target opponent
    • Infinite creature tokens for target opponent
    See the steps on Commander Spellbook →
  • Mortuary Pitiless Plunderer Viscera Seer Infinite
    • Infinite artifact ETB
    • Infinite artifact LTB
    • Infinite artifact sacrifice triggers
    • Infinite creature ETB
    • Infinite creature LTB
    • Infinite death triggers
    • Infinite creature sacrifice triggers
    • Infinite scry 1
    • Infinite storm count
    See the steps on Commander Spellbook →
  • Wan Shi Tong, All-Knowing Golgari Thug Phyrexian Altar Infinite
    • Infinite creature LTB
    • Infinite creature ETB
    • Infinite colored mana
    • Infinite creature sacrifice triggers
    • Infinite death triggers
    • Infinite storm count
    • Infinite creature tokens
    See the steps on Commander Spellbook →

Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.

Rulings

10 official rulings, in the order Wizards published them.

  • 2024-02-02

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

  • 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.

  • 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 1 less to cast."

  • 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."

  • 2024-02-02

    The effect of Case of the Locked Hothouse that allows you to play an additional land is cumulative with similar effects. For example, if you control two Case of the Locked Hothouses, you'll be able to play three lands during each of your turns.

  • 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]."

  • 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.

  • 2024-02-02

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

  • 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]."

  • 2024-02-02

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

Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.

In the 99

Every deck whose current list includes Case of the Locked Hothouse, whatever its commander.

Decks running it 5
Games played 4
Win rate Fewer than 5 completed games — not enough to publish a rate yet.
Confirmed on board 1 Games where a board photo caught it actually in play.

Most played under

Commander Decks Games Win rate
Kellan, the Kid 2 3
Marina Vendrell 1 1
The Wandering Minstrel 1 0

Colors it shows up in

  • Five-Color 2 decks
  • Bant 2 decks

Every version of Case of the Locked Hothouse

3 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly — a printing with no figure shows a dash rather than a zero, because Scryfall genuinely publishes none for some of them.

Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Case of the Locked Hothouse — a name search across every version, for the printings TCGplayer publishes no direct link to.

Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only — no individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.