Look, Murder at Karlov Manor is doing things with detectives and then I saw some Simic detectives and my brain went
So Sharky's the muscle of the pair, so I made 'em big. And in the source material, Sharky is fast, so Haste! Also, is kinda blunt and a bit clumsy with the things they really should be investigating, but never to their ultimate detriment, so Clues get to have a bit of added Shock (read: hitting a culprit with the Clue) when Sharky breaks them this way.
While I was trying to name Georges, I hit upon the en-Vec and such peoples from Dominaria (formerly from Rath) and with the Omenpaths now about, why couldn't a descendant of those from another tribe end up on Ravnica and become a Simic detective? Of course they could.
I designed Georges second, so I already knew I wanted an investigate triggered ability on them, to work with Sharky's ability. Now, I decided that as the brains of the pair, they'd be the one fishing for evidence. Eh? Eeh?😉 So I combined those ideas and made investigate happen when evidence is collected by anyone (there are currently effects that make you do it, and that make opponents do it, so I didn't want to lock any of those out of the design). It does have a way for it to happen itself, but putting it on Ward means it's only gonna happen in rare situations.
I thought that wasn't quite enough, so I added a trigger for Clues being used to use the new suspect mechanic. The detain part wasn't originally there, but as a mix of trying to template the ability properly and simply remembering detain existed, i thought it fitting to put on it. You can only detain suspects!
ANYWAY THERE'S MY DUMB CARD IDEA FOR THIS SET ENJOY