Thijarian Witness
The 0/4 body is the tell: this is a card built to sit still and take notes, not to swing back. Flash lets it ambush a combat that has already committed, and the trigger keys off a specific, easily overlooked condition. It cares only about a creature dying while attacking or blocking alone, meaning the reward comes from unpaired combat, one attacker rushing in or a lone blocker eating a swing. That condition quietly incentivizes an asymmetry: your opponent gangs up, you get nothing; they trade one-for-one in the air or with a solitary chump, you exile the corpse and bank a Clue. The exile is not incidental, either. Stapling graveyard hate to the payoff means recursion-heavy decks lose their fuel every time a creature falls in single combat, so the card does defensive work in two directions at once, walling the ground with four toughness and starving the yard of bodies. Where most green two-drops want to be attacking, this one profits from patience and a well-timed block, converting the game's most routine event (a creature dying in combat) into card advantage without ever tapping for the attack itself. It is a green card-advantage engine dressed as a defensive wall, and the whole design hinges on that word "alone."

