Rope
The double-typing is the whole design conceit: an Equipment that is also a Clue, which means the sacrifice-to-draw clause is not an afterthought stapled onto gear but the object's second life. Green rarely gets to trade a permanent for a card, and this smooths that friction by letting the tool do combat work first (a soft evasion, since blockers can't gang up on the equipped creature, plus reach to cover fliers) and then convert into a card once the buff has done its job. Note the sequencing tax that keeps the two halves apart: at one mana it enters cheap, but attaching it costs at sorcery speed and cracking it for a card costs another
, so you rarely get the beatdown and the draw on the same turn. Holding both options open is a privilege the design makes you pay for, one payment at a time. What's quietly clever is how it hedges against a dead draw in an aggressive green shell: the +1/+2 and the can't-be-blocked-by-more-than-one clause push damage while the board is live, and the instant the board stalls or the creature dies, the same permanent reverts to being a Clue you were always allowed to crack. It is one card wearing two of green's least-natural hats, evasion enabler and card-draw engine, stitched together by the flavor of a murder-mystery prop.

