Bloodroot Apothecary
Poison as a punishment for greed: that is the joke this card is built around, and it commits to it three ways. Arriving, it hands your opponent a Treasure, a gift that reads as generosity until you notice the third ability turns spending it into two poison counters. Treasure is the obvious bait, but the clause is wider: any noncreature token an opponent sacrifices triggers it, so Clues, Food, Blood, Maps, and Powerstones all become liabilities the moment they get cracked. Toxic 2 handles the counters the opponent will not inflict on themselves: a 3/3 that only needs to connect five times, or fewer once their own token economy starts doing the counting for you. What makes the design cohere is that all three abilities point at the same wincon from different angles: the body applies poison by force, the sacrifice trigger applies it by temptation, and the Treasure gift creates the temptation in the first place. Toxic designs have usually asked you to build a dedicated poison shell around evasion and pump; this instead parasitizes an opponent's resource engine, punishing the exact ramp-and-sacrifice loops that greedy multiplayer decks run on. The Squirrel Druid framing is pure flavor cover for what is, mechanically, a slow-drip assassin that lets the victim do half the work.

