Ichorspit Basilisk
Deathtouch and toxic are two clocks stacked on the same body, and the trick is that neither cares about the creature's single point of power. Deathtouch handles the ground: any point of its damage kills whatever it fights, so blocking is a losing trade and attacking into it is worse. Toxic handles the endgame: connect for combat damage and the opponent takes a poison counter no matter how small the hit, and it takes only ten to end the game. The 1/3 statline is the design decision that ties them together. The toughness lets it stonewall attackers and grind down anything sent its way, deathtouch punishes every exchange, and because a single poison counter lands whether the attacker is a 1/3 or a 10/3, there is no reason to push power at all. The payload is fixed, so the body is built for survival rather than damage. But the poison only accrues when the creature actually connects, and a 1/3 with deathtouch is a natural wall, not a natural attacker: the same toughness that makes it a nuisance on defense also gives the opponent every incentive to keep a blocker back and never let it through. The card's tension lives right there. It wants to sit and dominate the ground, but its win condition demands it eventually go on offense, one point of poison at a time, against a board that would happily trade a chump to keep the counters off.
