On the Job
Overrun effects have a persistent design problem: they win the game or they do nothing. Cast one into a stalled board and you swing for lethal; cast it a beat too early, or into removal, and you have spent four mana pumping a squad that could not close. This card answers that all-or-nothing math by stapling a Clue to the anthem. The +2/+1 across your team is a smaller push than the classic trample-granting finishers, but the Investigate happens regardless of whether the attack connects, so a swing that gets chumped or blown out still leaves you a card down the line. That changes the calculus of when you are allowed to fire it. You are no longer holding for the perfect lethal turn; you can cast it as a midcombat trick, eat a bad trade, and bank the Clue as the consolation that keeps the pump from being a blank. The double-white cost keeps it honest as a color-committed effect rather than a splashable one, and the instant speed matters more than the modest stat boost: you get to represent it, threaten a two-for-one in blocks, and cash the Clue at your leisure once the mana frees up. It is an aggressive spell built to fail gracefully, which is a harder thing to design than a spell built only to win.

