Deathtouch, hasteWard—Collect evidence 4. (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player exiles cards with total mana value 4 or greater from their graveyard.)
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on Tunnel Tipster.: Add .
At the beginning of your end step, if a face-down creature entered the battlefield under your control this turn, put a +1/+1 counter on Tunnel Tipster.: Add .
Choose one or both —• Destroy target creature.• Put a +1/+1 counter on target suspected creature you control. You may have it become no longer suspected.
Choose one or both —• Destroy target creature.• Put a +1/+1 counter on target suspected creature you control. You may have it become no longer suspected.
VigilanceWhen Alquist Proft, Master Sleuth enters, investigate. (Create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card."), , Sacrifice a Clue: You draw X cards and gain X life.
Target creature you control gets +2/+0 and gains haste until end of turn. When that creature dies this turn, create a 2/2 white and blue Detective creature token.
When this Case enters, destroy up to one target creature that was dealt damage this turn.To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
When this Case enters, destroy up to one target creature that was dealt damage this turn.To solve — Three or more creature cards were put into graveyards from anywhere this turn. (If unsolved, solve at the beginning of your end step.)Solved — This Case is a 4/4 Gorgon creature with deathtouch and lifelink in addition to its other types.
You may choose not to untap Hedge Whisperer during your untap step., , Collect evidence 4: Target land you control becomes a 5/5 green Plant Boar creature with haste for as long as Hedge Whisperer remains tapped. It's still a land. Activate only as a sorcery. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)
You may choose not to untap Hedge Whisperer during your untap step., , Collect evidence 4: Target land you control becomes a 5/5 green Plant Boar creature with haste for as long as Hedge Whisperer remains tapped. It's still a land. Activate only as a sorcery. (To collect evidence 4, exile cards with total mana value 4 or greater from your graveyard.)
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Investigate. Creatures your opponents control get -2/-0 until end of turn. If any of them are suspected, they're no longer suspected. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Defender, : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on Sanctuary Wall. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Defender, : Tap target creature. You may put a stun counter on it. If you do, put a stun counter on Sanctuary Wall. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Each player who controls the most creatures investigates. Then destroy all creatures. (To investigate, create a Clue token. It's an artifact with ", Sacrifice this artifact: Draw a card.")
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control and suspect it." (A suspected creature has menace and can't block.)
Until end of turn, target creature gets +2/+0 and gains "When this creature dies, return it to the battlefield under its owner's control and suspect it." (A suspected creature has menace and can't block.)
FlashEnchant creatureEnchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.
FlashEnchant creatureEnchanted creature gets +2/+2 as long as it's a Detective you control. Otherwise, it has base power and toughness 1/1 and can't block Detectives.