Red Herring
A Clue you have to swing with. The joke lands before the mechanics do: the ", sacrifice, draw a card" activation is exactly the ability every Clue token has carried, except this one is stapled to a body that has haste and refuses to sit still. The "attacks each combat if able" clause is the constraint that earns the rest, and everything worth understanding about the card lives inside it. You cannot hold this back to trade, chump, or bluff; it runs at whatever is across the table every turn, dealing two if it connects. And here is where the card gets sneaky: the card draw is not a death trigger. It is an activated ability you have to choose and pay for. If the fish attacks into a bigger blocker and dies in combat, you get nothing unless you spent
to sacrifice it in response first, before damage. That window is the design working as intended. The attack requirement forces the aggression a card-drawing artifact would otherwise let you skip, and the activation cost stops it from being free value on death. You get the beatdown or you get the card, but you have to spend mana and a moment of foresight to bank the card, and only if the board gives you the chance. The design is comfortable with either outcome; it just will not hand you both for nothing.
