Bloated Contaminator
The whole poison plan hinges on a single arithmetic problem: toxic makes small numbers, and small numbers lose races. Ten poison counters is a long way from one at a time. This body attacks the math by stacking two effects in one combat step. Trample means blockers do not fully absorb the swing; as long as its power outpaces the blocker's toughness, the excess still lands on the player, and the proliferate trigger fires on any connection. So every poison counter already sitting on that player, plus every other counter you happen to be running, ticks up together. The count compounds: the first hit adds toxic plus a proliferate, the second hit adds toxic plus a proliferate that now grows the number you already placed, and the poison total climbs faster than the raw toxic value suggests. The part that lifts it above a dedicated poison engine is that proliferate does not care what kind of counter it grows. It reads across the whole board, feeding planeswalkers, +1/+1 counters on your own team, saga chapters, anything already carrying a counter. That breadth is why it earns a slot in decks that never intend to win by poison at all: the same swing that adds a poison counter can advance three unrelated clocks. As a 4/4 for three that pushes its own damage through most blocks, it does the aggressive job on its face, but the proliferate is what keeps paying rent long after the toxic number stops mattering.



