Mirkwood Spider
Deathtouch on a one-mana body is the classic road-block: hold it back and it trades up against anything that swings. The attack trigger is what breaks it out of that defensive posture and aims it at a legendary-matters shell. When the spider charges in, it hands its deathtouch to a legendary creature you control, converting a keyword that reads as purely defensive on a 1/1 into an offensive grant on something far bigger: a commander, a green bomb, whatever oversized threat you want to send into red-zone combat. That handoff is the point of the card. A legend that would otherwise get chump-blocked or gang-blocked now kills whatever meets it, and paired with trample or menace it forces through damage the opponent can't profitably eat. The wrinkle is sequencing. The grant resolves before blockers are chosen, so the defending player sees the deathtouch coming and blocks around it. That doesn't dull the card; it warps the block math. The opponent either declines to block a deathtouch attacker and takes the hit, or commits multiple bodies knowing each point of damage the attacker assigns is lethal. The 1/1 frame is the price of that flexibility: expendable on offense, worth the slot only when there are legends worth arming. This is a supporting piece, not a threat that carries itself on its body, built to make combat arithmetic miserable for one specific green archetype.

