Morska, Undersea Sleuth
The clever bit is how the second-draw trigger meshes with the guaranteed Clue engine. The upkeep investigate hands you a Clue every turn, and cracking it draws a card; if that is your second draw for the turn, the body swells by two +1/+1 counters. So the card builds its own growth loop out of parts that would otherwise just be card advantage: the Clue you make on upkeep becomes the fuel that grows the 2/3, provided you have already drawn once that turn. Your natural draw step clears that bar on your own turn, and any cantrip or extra-draw effect does it earlier; the trigger only cares that a first draw has happened, not where it came from. A body that turns each cracked Clue into a threat-clock rather than pure value is a different kind of pressure than most draw-focused Bant commanders, which tend to sit back and refill. The no-maximum-hand-size clause reads like flavor stapled to a detective, but it does real work in a shell whose whole plan is drawing extra: it keeps the overflow from getting pitched in the cleanup step. What the design rewards is arranging your draws so the second one fires early and often, and the counters stay agnostic about the method. The deckbuilding question the card poses is therefore narrow and honest: how cheaply, and how reliably, can you hit two draws in a turn?


