When this Case enters, search your library for a basic land card, reveal it, put it into your hand, then shuffle.
To solve — There are five colors among permanents you control. (If unsolved, solve at the beginning of your end step.)
Solved — At the beginning of combat on your turn, target creature you control gains flying, double strike, and vigilance until end of turn.
Flying
When this creature enters, all suspected creatures are no longer suspected.
When this creature dies, you gain 3 life and suspect up to one target creature an opponent controls. (A suspected creature has menace and can't block.)
You may look at the top card of your library any time.
Once each turn, you may cast a creature spell with power 2 or less from the top of your library.
"All will soon be made clear, but I can give you this: our killer is here with us, in this very room."
—Alquist Proft
Flying, lifelink, ward
Disguise
When this creature is turned face up, exile up to X other target creatures from the battlefield and/or creature cards from graveyards.
When this creature leaves the battlefield, return the exiled cards to their owners' hands.
Target creature gets +2/+2 until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Proft brushed past the guards and introduced himself as "the great Detective Proft" without a hint of irony, then identified the culprit within minutes.
Return target creature card with mana value 3 or less from your graveyard to the battlefield. Put a flying counter on it. It's a Spirit in addition to its other types.
"Why would a little thing like death stop me from running the Syndicate? I'm going to be here for a long, long time."
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
You may spend mana as though it were mana of any color to cast Case spells.
When this creature enters and whenever you solve a Case, look at the top six cards of your library. You may reveal an enchantment card from among them and put it into your hand. Put the rest on the bottom of your library in a random order.
You may spend mana as though it were mana of any color to cast Case spells.
When this Case enters, choose target creature you don't control. Each creature you control deals 1 damage to that creature.
To solve — Three or more creatures attacked this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Creatures you control get +1/+0.
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on 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 ", Sacrifice this token: Draw a card.")
Whenever a creature you control enters, you gain 1 life.
To solve — You've gained 5 or more life this turn. (If unsolved, solve at the beginning of your end step.)
Solved — Sacrifice this Case: Creature cards in your graveyard gain "You may cast this card from your graveyard" until end of turn.
Flying
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
"Never parley near high windows."
—Teysa
Creatures you control with power 2 or less can't be blocked by creatures with power 3 or greater.
If a triggered ability of a creature you control with power 2 or less triggers, that ability triggers an additional time.
"It's not a matter of what I know. It's a matter of making it worth my while to tell you."
Flash
Flying
Artifacts and creatures entering don't cause abilities to trigger.
Parties at Karlov Manor are strictly invitation only.
Enchant creature
When this Aura enters, target creature you control other than enchanted creature gets +2/+2 and gains vigilance until end of turn.
Enchanted creature gets +2/+2 and has vigilance.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When this creature is turned face up, creatures you control gain hexproof until end of turn. Untap them.
In a city as old as Ravnica, history takes on a life of its own—even when you least expect it.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When this creature is turned face up, return another target permanent you control to its owner's hand and put a +1/+1 counter on this creature.
Flying
When this creature enters, exile up to two target cards from a single graveyard.
"The desperate will tread unexpected paths. Be prepared to follow."
—Tam Sennic, Ezrim's second-in-command
Whenever this creature enters or attacks, put a +1/+1 counter on target creature you control with power 2 or less.
"Call the Boros if you want. While they figure out if they have enough people to send a patrol, I'll be out clobbering the lowlifes who robbed you."
When this creature enters, create a 2/2 white and blue Detective creature token.
, : Target Detective you control gets +2/+0 and gains vigilance until end of turn. Activate only as a sorcery.
"I was never here."
Vigilance
Permanents your opponents control can't be turned face up during your turn.
Whenever you attack with three or more creatures, creatures you control get +1/+1 until end of turn.
Teysa trusts only those for whom money has no meaning.
Equipped creature gets +2/+0.
, , Sacrifice this Equipment: You gain 3 life.
When this Equipment is put into a graveyard from the battlefield, you may pay . If you do, create two 1/1 white Dog creature tokens.
Equip
Destroy target artifact, enchantment, or creature with power 4 or greater.
"If you're thinking only one step ahead, you're already falling behind."
—Teysa
When this enchantment enters, exile target creature an opponent controls until this enchantment leaves the battlefield. You gain 2 life.
Kaya clung to the cords of the barrier ward with all her might, trapping the thrashing dryad like a fly in a spider's web.
Whenever another creature you control with power 2 or less enters, this creature gains flying until end of turn.
"It's amazing how efficient a detective you can be when you're not slowed down by things like self-preservation or walls."
When this creature dies, create a 2/2 white and blue Detective creature token.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
"You there, halt! The gallery is closed. Wait—what are you doing?"
Whenever another creature you control with power 2 or less enters, target creature you control gets +1/+1 until end of turn.
A rare and beloved exception to the Agency's "no one is above suspicion" rule.
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
When cunning fails, there's always violence.
Exile target attacking creature.
"You know, Proft, I've done a lot of questionable things in my life, but helping a pompous detective save lives is a new low, even for me."
When this creature enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"If the perfect evidence appears at your feet, your first task is to rule out misdirection."
—The Ravnican Agency of Magicological Investigations handbook
Creatures you control get +2/+1 until end of turn. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
For all their differences, Kaya, Kellan, and Agrus Kos agreed on one thing: none of them would rest until Teysa's murderer was brought to justice.
Flying, lifelink
Whenever another Detective you control enters and whenever a Detective you control is turned face up, this creature gets +1/+1 until end of turn.
He makes sure no one sets foot in a fresh crime scene—not even himself.
Defender
, : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on this creature. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Whenever you attack with three or more creatures, this creature gets +2/+0 until end of turn.
"I appreciate working with associates whose greatest loyalty is to the job at hand."
—Skurad of the Foundway Associates
, Collect evidence 2: This creature becomes a Human Detective with base power and toughness 4/4 and gains vigilance.
, Collect evidence 4: If this creature is a Detective, it becomes a legendary creature named Mileva, the Stalwart, it has base power and toughness 5/5, and it gains "Other creatures you control have indestructible."
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When this creature is turned face up, exile another target nonland permanent. If you controlled it, return it to the battlefield tapped. Otherwise, its controller creates a 2/2 white and blue Detective creature token.
Flying, vigilance
At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Well, this clearly didn't come from anyone I know..."
Flying, vigilance
At the beginning of your upkeep, investigate once for each opponent who has more cards in hand than you. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Well, this clearly didn't come from anyone I know..."
Equipped creature gets +1/+1 and has vigilance and ", : Tap target creature."
, Sacrifice this Equipment: Draw a card.
Equip
Flying
When this creature enters, you may search your graveyard, hand and/or library for a card named Magnifying Glass and/or a card named Thinking Cap and put them onto the battlefield. If you search your library this way, shuffle.
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Until end of turn, target artifact or creature becomes an artifact creature with base power and toughness 4/3. If evidence was collected, it has base power and toughness 1/1 until end of turn instead.
Whenever this creature enters or attacks, you may sacrifice an artifact. If you do, draw a card.
Scientists from the Simic Combine are regularly seconded to various detective agencies in hopes that sharing their expertise will improve the guild's tarnished reputation.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
As this creature is turned face up, put four +1/+1 counters on it.
By the time they noticed the missing vials, Glovax was three fathoms away.
Flash
Enchant creature
Enchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.
"You must have known all those lies would catch up to you eventually."
Equipped creature gets +1/+1 and has "Whenever this creature attacks, surveil 2." (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
, Sacrifice this Equipment: Draw a card.
Equip
When this Case enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
To solve — You control three or more artifacts. (If unsolved, solve at the beginning of your end step.)
Solved — , Sacrifice this Case: Put four +1/+1 counters on target noncreature artifact. It becomes a 0/0 Bird creature with flying in addition to its other types.
Instant and sorcery spells you cast cost 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.
Flying
When this creature dies, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"It's a rare privilege to investigate one's own death."
Flying
You may collect evidence 10 rather than pay the mana cost for spells you cast. (To collect evidence 10, exile cards with total mana value 10 or greater from your graveyard.)
"There can be many motives and opportunities, but there is always only one truth."
Flying
Whenever this creature attacks, gain control of target permanent you own but don't control.
Disguise
When this creature is turned face up, target opponent gains control of any number of target permanents you control. Draw a card for each one they gained control of this way.
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.)
Flying
When this creature enters, tap target creature. If evidence was collected, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
When this Equipment enters, cloak the top card of your library, then attach this Equipment to it. (To cloak a card, put it onto the battlefield face down as a 2/2 creature with ward . Turn it face up any time for its mana cost if it's a creature card.)
Equipped creature gets +1/+0 and can't be blocked.
: Return this Equipment to its owner's hand.
Enchant creature
Enchanted creature gets +1/+1 and has "Whenever this creature deals combat damage to a player, investigate." (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Each time he replayed the attack in his mind, new details emerged.
Draw a card. Investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Proft lit up like a man who had just been handed a glorious and unexpected gift. "I know who's responsible for this," he said. "And I can prove it."
Enchant creature
When this Aura enters, tap enchanted creature.
Enchanted creature doesn't untap during its controller's untap step.
: Shuffle enchanted creature into its owner's library.
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
"Half the city had motive. Time to narrow down who also had the means and opportunity."
This creature can't be blocked by creatures with power 3 or greater.
Disguise (You may cast this card face down for as a 2/2 creature with ward . Turn it face up any time for its disguise cost.)
When this creature is turned face up, return another target creature to its owner's hand.
Flash
Enchant creature
When this Aura enters, enchanted creature gains hexproof until end of turn.
Enchanted creature gets +1/+0 and has flying.
Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this token: Draw a card.")
Activated abilities of artifacts you control cost less to activate. This effect can't reduce the mana in that cost to less than one mana.
: Untap another target permanent you control.
, Collect evidence 3: Tap target creature you don't control. (To collect evidence 3, exile cards with total mana value 3 or greater from your graveyard.)