Evidence Examiner
Two mechanics chain across a single body: the beginning-of-combat trigger offers collect evidence 4, and collecting evidence fires an investigate trigger, so each combat on your turn launders four points of buried mana value into a Clue token. The interesting cost is not printed on the card at all; it is the opportunity cost against the rest of your graveyard plan. Four points banished to make a Clue are four points unavailable to delve, escape, flashback, or recursion, which turns the trigger into a running referendum on what your yard is actually worth. The engine favors decks that spend their graveyard as fuel rather than hoarding it as a second hand, and it does not run forever: the Clues it makes cannot pay for their own trigger, so once the yard empties, the combat trigger idles until spent spells and dead creatures restock it. The 2/2 is almost beside the point. The timing window is the real reward: the trigger resolves before you commit attackers, so the Clue is banked whether or not the Merfolk swings, and a chump block or removal after the fact does not undo the card you drew toward. This sits in the quiet blue-green lineage of value creatures that grind advantage out across many turns instead of one burst, closer in spirit to a slow token-making artifact than to anything that closes a game by itself.
