Hard Evidence
Blue rarely gets to staple a body onto a cantrip, and this one does it by making the body do nothing but stall. The 0/3 Crab is defense in its purest form: it holds the ground against early aggression, chumps or walls a two- or three-power attacker without asking for upkeep, and buys the time a control shell needs to reach its expensive spells. The Investigate half turns the sorcery into a deferred cantrip, a Clue you cash in later when a spare two mana surfaces. The two outputs live in different time frames, which is the whole appeal. The Crab is tempo you spend now; the Clue is card advantage you bank for later. One blue mana buys both, so the spell is live whether you are stabilizing under pressure or coasting through a long game with mana to spare. There is also a quieter benefit riding along with those two: the Crab is a genuine creature and the Clue is a genuine artifact, so a single sorcery seeds two token types onto the battlefield at once. Anything that counts creatures, counts artifacts, or wants tokens to die feeds off a spell that reads like modest early insurance. Most one-mana cantrips replace themselves and move on; this one leaves behind a card, a wall, and two objects worth building around.



