Ongoing Investigation
Combat-damage triggers usually live on creatures, where they can be blocked, killed, or chumped away before they ever fire. Bolting the trigger onto an enchantment is the structural trick here: once it resolves, no amount of combat math removes the engine. Any creature connecting banks a Clue, and because the trigger reads "one or more creatures," a single evasive threat feeds it as reliably as a crowded board, one Clue per combat-damage step in which your attackers get through. That places it in the lineage of cheap blue enchantments that ask only that you keep swinging, converting incidental aggression into a slow card-advantage stream a control opponent cannot interact with profitably. The green half gives the card a second identity and a source of Clues untethered from combat: paying to exile a creature card from your graveyard investigates and gains two life. This is graveyard consumption, not recursion; the creature leaves for good, and the card quietly trades a dead resource for a live one. That distinction matters, because the ability competes for the same fodder a reanimation plan would want to keep. The card's cost is paid in tempo, not board state, but it is not inert until you attack: even on a stalled board, the green ability keeps drawing while your graveyard holds bodies to burn. The default remains aggression first, value second, with a fallback line that turns spent creatures into cards when the combat plan stalls.


