Goliath Hatchery
Two 3/3 bodies on entry, each with toxic 1, hand you a proactive board presence that advances the poison clock; the enchantment then flips into a draw engine keyed to a threshold nobody but a committed toxic deck can reach. That gating is the crux. The upkeep trigger only fires once an opponent is already deep into the poison count, which means the engine sits idle until the clock is well underway, then rewards you for having pushed it there. The draw scales with total toxic value, so it wants to point at the fattest infectious threat you can muster rather than the Beasts it made: their toxic 1 apiece is a floor, useful for refilling the board but not for feeding the engine. The unusual part is that it fuses the two things poison strategies normally can't afford together: a threat that closes the game and a resource engine that only turns on once the game is nearly closed. Most poison payoffs are binary (you cross ten counters or you don't); this one monetizes the intermediate state, that awkward stretch where an opponent is poisoned but still standing, converting it into raw cards. Corrupted here does the structural work that a devotion count or a graveyard threshold does elsewhere: it asks you to build toward a number, and it pays the deck that was already committed to reaching it.

