Juvenile Gloomwidow
Wither turns a defensive body into a slow blade. A 1/3 with reach already trades up against fliers the way most spiders do, but the -1/-1 counters change what blocking means: anything that runs into this and survives walks away permanently smaller, and a creature that touches it twice may not survive at all. The wither keyword settles combat without a single point of regenerable or healable damage, so the spider can chip down a serial attacker over multiple turns even while dying itself. The double-green cost is the price for that durability: this is built to sit back early, a wall that punishes patience rather than a presence you commit to the red zone. Where ordinary reach blockers simply absorb a hit and reset, this one taxes every attack it survives, which makes it quietly miserable to play against in any deck leaning on a small number of recurring threats. The body is forgettable in isolation; the interaction between reach and wither is the entire point of the design, a defensive tool meant to make attacking into it a losing proposition over time rather than just once.
