Agent 13, Sharon Carter
The trigger names its condition with a single word that reorients the whole card: not just an attack, but an attack made alone. That word steers a 3/2 for away from the go-wide white aggro shell its rate suggests and toward a tempo-conscious plan where committing one creature to combat is a repeatable card-draw engine rather than a gamble. Crucially, the Clue is minted the instant the lone attacker is declared, blocked or not, connecting or not; the payoff arrives on attack, so even a threat that trades down or gets chumped still leaves a token behind. That decoupling from combat damage is what makes the ability reliable enough to build around. Evasion still helps by turning the attack into actual clock, but it is not the price of admission. The tension lives inside the trigger: to keep it live you have to attack with less, holding the rest of the board back as blockers or simply keeping it home, and that restraint is what buys a steady stream of deferred card advantage from a body that loses most fights it enters. Investigate does the accounting, converting each solo assault into a Clue you cash at leisure, which lets a white deck grind without leaning on the color's usual token-flood or lifegain fallbacks. It rewards a build that would rather win one card at a time than race, an unusual posture for an aggressively costed white legend.
