Welcome to U/G Twin Peaks!(https://en.wikipedia.org/wiki/Twin_Peaks)

The idea is to get ALL THE VALUEEEEEEE off of your clue tokens, while generating a literal **** ton of them.

You win by just beating your opponents snarky little face in as you uncover their scandalous robbery of the DNC.

Breakdown time:

Creatures: The creatures in this deck serve one singular purpose. Make clues and utilize clues. (Except for Whirler Rogue but we don't like to talk about her...)

Blisterpod: The only one drop in the deck. It can chump and become an eldrazi scion which can sacrifice itself for mana. This is great because we get a block and then ANOTHA block, except on the second time around we can sacrifice the scion to sacrifice a clue (or outside of combat ramp into a spell). Also beat down.

Daring Sleuth : He adds value to clue sacrificing by flipping, then he makes clues himself. He also has prowess, which helps make him a wincon...

Erdwal Illuminator: 1/3 blocker with flying, also beatdown evasion stuff, and most importantly increases our clue count.

Tireless Tracker: Helps with the clue making stuff, also gets really really buff from all the clue murder going on. It's the other wincon...

Graf Mole : Gives you life when you sacrifice a clue, blocker beatdown blahblahblahblah.

Whirler Rogue : This is real important guys and gals. Makes your wincons (cough cough Daring Sleuth Tireless Tracker) unblockable. Has a great synergy with clue tokens since they're artifacts

Ulvenwald Hydra: ANOTHA WINCON. if nothing else succeeds crash their party.

Enchantments:Serve to make clues and git value boyz!

Ulvenwald Mysteries:Makes clues and gives value when we sac them. Also helps us go wide on the beat down plan.

Ongoing Investigation: Makes clues. Plain and simple. Stacks with Daring Sleuth . When our creatures die we can scavenge their corpses for their organs, you know, which is nice.

Thopter Spy Network: Could potentially run more, logic is I can tutor for it. Anyway, since clues are artifacts we get to have thopters for days and just go beat down in the sky.

The other stuff:

Swell Growth: This pumps Daring Sleuth with +3/+3 (due to prowess) or pumps our tracker/hydra. Along with Whirler Rogue makes our wincons more dangerous, and putting a land on the battlefield triggers tracker's ability and allows us to possibly crack a clue or play a spell. Also this boosts Ulvenwald Hydra's P/T. Beautiful. Two of cuz Im bad at life.

Compelling Deterrence : Bounce those Ormendahl's baby!

Rabid Bite : When you're Hydra/tracker is huge (or if you have a 6/5 Sleuth you can pump even more.) this destroys everything.

Tamiyo's Journal : This card could easily be removed if it doesn't work out. The idea is I have so many clues it's easy for me to tutor for anything from a Ulvenwald Hydra to a Swell Growth to a Thopter Spy Network every one or two turns. Also, it let's you sacrifice clues foro free, so now you're able to pump your tracker even when you're tapped out.

I'm not an experienced brewer so I do have some concerns. Mainly:

Should I have ramp? I've been contemplating this. On one hand my curve is generally low, while on the other I am sacrificing lots and lots of clues. Is 2 (or even 1) journals worth it and fast enough? Do I have enough removal? As it stands I only have 3 cards. (None of which exile, only one destroys.) Should I go up or down Compelling Deterrences?

Thanks for any help in advance!

(This deck is fairly cheap so I'll be buying it to playtest soon!)