Enchantement — affaire
Quand cette affaire arrive sur le champ de bataille, choisissez une créature ciblée que vous ne contrôlez pas. Chaque créature que vous contrôlez inflige 1 blessure à cette créature.
À résoudre — Au moins trois créatures ont attaqué ce tour-ci. (Si l'affaire n'est pas résolue, résolvez-la au début de votre étape de fin.)
Résolue — Les créatures que vous contrôlez gagnent +1/+0.
"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
less to cast."
Cases don't lose their other abilities when they become solved.
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.
Each Case has two special keyword abilities: to solve and solved.
Once a Case becomes solved, it stays solved until it leaves the battlefield.
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]."
"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]."
"To Solve — [condition]" means "At the beginning of your end step, if [condition] and this Case is not solved, it becomes solved."
"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.