Black Widow, Deadly Hunter
Deathtouch has always been an efficiency mechanic: it lets a small body trade up in combat, turning any point of damage into a kill. This design keeps the keyword as the enabler but reroutes the payoff away from combat math and toward a card advantage engine. The trigger keys off deathtouch creatures connecting with a player rather than trading in combat, which is the crucial distinction: a deathtouch creature's whole tempo pull is that opponents refuse to block it, and here that refusal is rewarded directly. Every unblocked poke draws a card. The 3/3 carries deathtouch itself, so it seeds its own engine, but the design plainly wants a board of small deathtouch threats (a value that scales with how many separate creatures land damage, not how much). The one-life-per-card cost is the counterweight, giving the draws a Phyrexian Arena rhythm rather than a free loop, and it pairs naturally with the black drain and pain-payment tradition that treats life total as a resource to be spent. The result turns a defensive keyword into an aggressive card-flow proposition: the more the table declines to trade with your deathtouch creatures, the faster you refill, which is a genuinely different axis for a mechanic that has spent most of its history doing its work in the blocking step.
