Private Eye
The second ability keys off the same trigger that a whole subtheme is built around: draw your second card each turn, and something happens. Here the payoff is evasion, handed to any Detective you control, which turns a board of clue-cracking investigators into a squad that quietly walks past blockers. The anthem is the more conventional half, lifting the rest of the Detective tribe while pointedly excluding itself from the buff. What makes the card cohere is that both halves want the same deck: one that draws extra cards regularly (via Clue tokens, cheap cantrips, or repeatable card-draw engines) and fields enough bodies with the Detective type for the anthem and the unblockable clause to matter. The 3/3 for three mana is an honest but unexciting rate; the design bets you will assemble the surrounding pieces rather than pay for a standalone threat. The unblockable trigger is worded to reward tempo more than combo, since it grants evasion for a single turn to a single Detective, nudging you toward incremental damage rather than a one-shot kill. It is a tribal glue card first and a beater second, built to make a Detective deck greater than the sum of its investigators.
