Jawbone Duelist
Toxic and double strike are the same math trick applied to two different resources. Double strike doubles a creature's combat damage; toxic ties poison counters to that combat damage. Stack them and each connection reads as toxic 2 in practice, since the first-strike and regular damage steps each add poison independently. A 1/1 body that plants two poison counters per swing is a very different clock than the modest stats suggest, and it puts the finish line into single digits with alarming speed: three unblocked hits from this creature is six of the ten counters needed to poison a player out. The design leans on the fragility to pay for it. A one-toughness body dies to almost anything, so the counters only accrue if the creature actually connects, which turns it into a threat the opponent must answer immediately or watch the poison total spike. That answer-or-lose tension is the whole reason a small toxic creature can matter: pump it, give it evasion, or protect it for a single turn and the doubled toxic does work far out of proportion to the mana spent. It sits in the line of white one-drop and two-drop aggressive creatures whose value is entirely conditional on landing hits, but the poison axis changes the accounting. Regular damage you can race or gain back; poison counters do not reset, so every connection is permanent progress toward a loss condition that ignores life total entirely.
