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Commander
Commander
Draw
At the beginning of combat on your turn, you may collect evidence 4. (Exile cards with total mana value 4 or greater from your graveyard.) Whenever you collect evidence, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Whenever you cast an artifact spell, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Activated abilities of artifacts you control cost {1} less to activate. This effect can't reduce the mana in that cost to less than one mana.

When Proft's Eidetic Memory enters, draw a card. You have no maximum hand size. At the beginning of combat on your turn, if you've drawn more than one card this turn, put X +1/+1 counters on target creature you control, where X is the number of cards you've drawn this turn minus one.

Vigilance Whenever a creature you control enters, if its power is greater than this creature's power or its toughness is greater than this creature's toughness, put a +1/+1 counter on this creature and investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

+1: Choose up to two target creatures. Until your next turn, whenever either of those creatures deals combat damage, you draw a card. −2: Tap up to two target nonland permanents. They don't untap during their controller's next untap step. −7: Draw three cards. You get an emblem with "You may cast spells from your hand without paying their mana costs."

The first activated ability of an artifact you activate each turn costs {2} less to activate. +1: Draw two cards. Then discard two cards unless you discard an artifact card. −2: Target artifact becomes an artifact creature. If it isn't a Vehicle, it has base power and toughness 4/4. −6: You get an emblem with "Whenever an artifact you control becomes tapped, draw a card."

Draw
Tokens
Whenever a Detective you control enters or is turned face up, put a +1/+1 counter on it. To solve — You control three or more Detectives. (If unsolved, solve at the beginning of your end step.) Solved — If one or more tokens would be created under your control, those tokens plus a Clue token are created instead. (It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) As long as you have the city's blessing, Detectives you control can't be blocked. Whenever you draw your second card each turn, create a 2/2 white and blue Detective creature token.

Tokens
Pump
When this enchantment enters, investigate twice. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Clues you control are Equipment in addition to their other types and have "Equipped creature gets +2/+0" and equip {2}.

Pump
Counters
This artifact enters with a +1/+1 counter, a flying counter, a deathtouch counter, and a shield counter on it. (If it would be dealt damage or destroyed, remove a shield counter from it instead.) Whenever a creature you control enters, you may move a counter from this artifact onto that creature. {2}, Sacrifice this artifact: Draw a card.

When this Case enters, distribute two +1/+1 counters among one or two target creatures you control. To solve — Creatures you control have total power 8 or greater. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you attack, put a +1/+1 counter on target attacking creature. It gains trample until end of turn.

Counters
Finisher
Finisher
Ramp
You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Instant and sorcery spells you cast cost {1} less to cast. To solve — You've cast four or more instant and sorcery spells this turn. (If unsolved, solve at the beginning of your end step.) Solved — Whenever you cast an instant or sorcery spell, draw a card.

Kicker {2} (You may pay an additional {2} as you cast this spell.) Search your library for a basic land card, put it onto the battlefield, then shuffle. If this spell was kicked, instead search your library for two basic land cards, put them onto the battlefield, then shuffle.

As this artifact enters, choose a creature type. Creature spells you cast of the chosen type cost {1} less to cast. At the beginning of your upkeep, look at the top card of your library. If it's a creature card of the chosen type, you may reveal it and put it into your hand.

Ramp
Creature
As an additional cost to cast this spell, you may collect evidence 6. (Exile cards with total mana value 6 or greater from your graveyard.) Flying When this creature enters, tap target creature. If evidence was collected, put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)

Creature
Land
At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life. {T}: Add {C}. {4}, {T}, Sacrifice Inventors' Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle. Activate only if you control three or more artifacts.

Land
Removal
Removal
Maybeboard
Exile X target creatures, then investigate X times. Return the exiled cards to the battlefield tapped under their owners' control at the beginning of the next end step. (To investigate, create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.")

Maybeboard
Tokens & Extras
Tokens & Extras
Deck Info
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