Fynn, the Fangbearer
Poison used to be a closed circuit: infect creatures dealt infect damage, proliferate stacked the counters, and the alternate loss condition only ever spoke to the keyword that gatekept it. This design cracks that loop open. The rule it installs is elegant in its bluntness: any deathtouch creature you control, not merely an infect one, deposits two poison counters onto a player it connects with, decoupling the kill clock from the keyword that used to own it. Its own 1/3 body is the first pressure valve: deathtouch walls off the ground, trades up against anything, and threatens two poison on the crackback. The pace is deliberately gradual, since two counters per hit means five connections to close, so the build wants evasion and a spread of deathtouch attackers rather than one big threat. The trigger carries a single meaningful restriction: it needs a creature to actually land in combat, so a deathtouch pinger firing at instant speed does nothing for the clock; the counters only arrive when something gets through in the red zone. The real payoff is how mundane its enablers are. Deathtouch is cheap, common, and stapled to bodies that were never printed with a win condition in mind. This quietly rearms every one of them, taking a loss condition that had been trapped behind one keyword and distributing the key across a far wider pool of creatures.

Rules text
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Other printings
- Final Fantasy: Through the Ages#46
- Foundations#637
- The List#KHM-170
- Secret Lair Drop#1449
- Multiverse Legends#91
- Multiverse Legends#156z
- Multiverse Legends#26
- Multiverse Legends#156









