Necrogen Communion
Two clauses doing very different jobs, stapled together to make a poison threat harder to answer. The toxic 2 grant is the straightforward half: any creature you control becomes a source of two poison counters on connection, no death payoff required. The second clause changes the math on running an Aura at all. Creature Auras have always carried the two-for-one tax: kill the host and both cards hit the yard, which is why hanging a keyword on a body is such a hard sell. Here the death of the enchanted creature returns that creature to the battlefield under your control, so you eat the loss of the enchantment but keep the body. The recursion fires exactly once, because the Aura itself stays in the graveyard, and this is the wrinkle that matters: the creature comes back without toxic, since the thing that granted it is no longer attached. So the return is not "keep stacking counters on the same threat"; it is a body-preservation clause that forces opponents to spend two answers where they budgeted for one. To restore the poison payload, you re-enchant with another copy or a fresh Aura, or lean on a base creature that carries toxic or infect on its own. The two halves read as separate tools because they are: one turns a creature into a counter delivery system, the other refuses to let removal be a clean trade. In a dedicated toxic shell, having the recursion attached to your damage-dealer buys the tempo to rebuild the threat you just lost.
