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Case of the Locked Hothouse [MKM - 155]
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Case of the Locked Hothouse [MKM - 155]

Case of the Locked Hothouse [MKM - 155]

  • Rarity: R
  • #: 155
  • Creature Type or Sub Type: Enchantment — Case
  • Rules Text Contains: 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.
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Case of the Locked Hothouse [MKM - 155]
$2.75

Case of the Locked Hothouse [MKM - 155]

  • Rarity: R
  • #: 155
  • Creature Type or Sub Type: Enchantment — Case
  • Rules Text Contains: 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.

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  • Rarity: R
  • #: 155
  • Creature Type or Sub Type: Enchantment — Case
  • Rules Text Contains: 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.
Case of the Locked Hothouse [MKM - 155] | Pats Games