Case of the Pilfered Proof
The Case mechanic's whole trick is that it front-loads a passive reward and back-loads a payoff, and this one wires both to the same tribal engine. The passive alone is a tempo-positive proposition: every Detective that walks in or flips face up gets bigger, so an aggressive white creature deck that skews toward the type is quietly stapling counters to its board for a single card's investment. The solve condition asks you to commit to that plan (three Detectives is a real board state, not an incidental one), and pays it off by bending your token production into card advantage. Once solved, any token you'd make comes with a Clue riding shotgun, which turns a go-wide creature deck into a slow card-draw machine that never stops earning while the counter engine keeps ticking. The structural cleverness is that the two halves reinforce the same axis: you want a wide, Detective-heavy board for the counters, and a token-heavy deck maximizes the solved bonus, so the deck that satisfies the front half is already most of the way to satisfying the back. It is a Case that rewards the exact deck it was drawn for rather than asking you to warp around it, and the Clue clause makes the reward compound rather than resolve once.
