Case of the Locked Hothouse — Magic: The Gathering card

Case of the Locked Hothouse

{3}{G}
Enchantment — Case

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.

Set Murders at Karlov Manor
Rarity Rare
Mana Value 4
Collector # 155

Why Play Case of the Locked Hothouse

Ramp decks and land-based strategies benefit enormously from the immediate extra land drop, accelerating toward seven lands faster than opponents expect. Once solved, the card becomes a powerful engine that provides both card selection and the ability to play multiple threats directly from your library each turn. Green midrange and ramp decks running high land counts can reliably solve this by turn 5-6, then leverage the solved ability to maintain pressure while filtering through their deck.

Format Notes

Standard and Pioneer offer the strongest homes for this card, where four-mana enchantments have time to impact the game and ramp strategies are viable. Commander players appreciate both the ramp effect and the incredible late-game value engine, making it a solid inclusion in green-based decks that can consistently hit seven lands. The card sees less play in faster formats like Modern and Legacy where the four-mana investment competes with more immediately impactful spells.

Combos & Synergies

Azusa, Lost but Seeking and Exploration stack with the additional land effect, potentially solving the case on turn four with explosive starts. Courser of Kruphix provides perfect synergy with the solved ability, letting you play lands from the top while gaining life. Oracle of Mul Daya creates a similar engine even before solving, and both cards help you dig toward your seventh land while providing board presence.