Inside Source
Two bodies for three mana, but the arithmetic hides the real design. The 1/1 shell is filler; the 2/2 Detective token it drops is the payload, and the pump ability retasks that filler into an anthem engine. The activated ability is where the card's clock lives: +2/+0 and vigilance to any Detective you control, repeatable every turn but locked to sorcery speed. That sorcery restriction is the tax on the effect. A repeatable pump with vigilance would be a serious combat trick if it could fire mid-combat; forcing it onto your own main phase means you commit the buff before blocks are declared, turning it into a proactive attacking tool rather than a reactive blowout. Vigilance is the tell for the intended line: the buffed Detective swings and stays home, so the pump is meant to grow a board that attacks and defends at once rather than trade in the red zone. The card only reads as a value creature; functionally it is a mana sink that keeps a Detective-tribal board relevant into the late game long after the initial two-for-one has stopped mattering. It leans entirely on the Detective type being worth caring about, which makes it a build-around payoff dressed as a common-rate body: the ceiling belongs to a deck that can point that activation at something bigger than a 2/2.
