Carrion Call
Instant speed is doing the heavy lifting here. Token-making at sorcery speed is a known quantity, but flashing two bodies onto the battlefield at the end of an opponent's turn gives you ambush blockers that happen to carry infect. Each 1/1 threatens one poison counter or one -1/-1 counter before it ever trades, so a single cast delivers two points toward a ten-poison kill: modest on paper, but deployed at a moment the opponent did not price in. The design tension lives in the fragility. These are flimsy creatures (any sweeper, or even a stray point of damage, erases them), yet the instant-speed window lets you commit them after an attacker has already declared, turning a pair of throwaway bodies into either a blowout double-block or a surprise burst of poison the turn before the table expected danger. That flexibility marks the difference from the slower infect enablers of its era: you are not telegraphing the threat a full turn ahead. It rewards holding mana and reading the board rather than dumping creatures into a known wrath, a meaningfully different posture than the proactive proliferate-and-swing shells infect usually wants. The keyword supplies the damage; the timing decides whether the two bodies are wasted chump blockers or two points the opponent can never claw back.

