Glowing One
The rad counter mechanic gives green an unusual damage-conversion engine: connect once, and the defending player is now grinding their own library to dust, milling cards equal to their rad counters at the start of each turn until the counters clear. This card leans into that loop harder than most of its cohort, stacking four counters per hit rather than one, so a single unblocked swing commits an opponent to a meaningful chunk of self-mill before they can act. The deathtouch is what sells it as an attacker: at 2/2 it will not brawl through a board, but deathtouch makes every block a bad trade and keeps the damage flowing where it needs to. The third line closes the circuit from the other direction. Rad counters mill nonland cards often enough that the life-gain trigger reads as passive, and it fires on any player's mill, not just the controller's, so it turns the whole rad economy into an incidental drain even against decks doing their own milling. What makes the design cohere is that all three abilities point at the same axis: combat damage becomes mill, mill becomes attrition, attrition becomes life. It is a mill payoff dressed as a beater, built for a deck that wants the opponent's own deck to be the win condition rather than the red zone.

