Leader x1 Common x29 Rare x21 Super Rare x9 Secret Rare x1 Special Card x26 DON
Im likely wrong on this since the consensus seems to be that the two-powered creatures are better, especially as the Inspector doesnt train Hopeful Initiate, but I really like the Inspectors because against the midrange and control decks the games often go long and having the clue is helpful, while against Mono Green Devotion and the mirror, the board often stalls and being able to dig deeper for a Brave the Elements can be the winning factor
There's also hate for counters (Vampire Hexmage), Storm/Spellslinging (Flusterstorm & Arcane Laboratory), lifegain (Archfiend of Dispair)), as well as a few extra board wipes and removal in case they play tokens or something with lots of creatures
If any castles have ever been discovered, the winning player can choose to get a dungeon clue instead of the 4 commons
If you draft the Magic Online 2013 Holiday Cube and have the good fortune of finding anything from the broken bucket in your packs, you would do well to take them, and even better to find them in your opening hand six times