Rules
Comprehensive Rules
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700General701Keyword Actions702Keyword Abilities703Turn-Based Actions704State-Based Actions705Flipping a Coin706Rolling a Die707Copying Objects708Face-Down Spells and Permanents709Split Cards710Flip Cards711Leveler Cards712Double-Faced Cards713Substitute Cards714Saga Cards715Adventurer Cards716Class Cards717Attraction Cards718Prototype Cards719Case Cards720Omen Cards721Station Cards722Preparation Cards723Controlling Another Player724Ending Turns and Phases725The Monarch726The Initiative727Restarting the Game728Rad Counters729Subgames730Merging with Permanents731Day and Night732Taking Shortcuts733Handling Illegal Actions
719. Case Cards
719.1
Each Case card’s illustration is vertically oriented on the left side of the card, and its type line is along the bottom of the card.
719.2
The Case frame has no additional rules meaning.
719.3
Case cards have two special keyword abilities that appear before a long dash and represent a triggered ability and an ability that may be static, triggered, or activated.