Nimraiser Paladin
Toxic 2 sets a deliberately unhurried tempo: a 4/4 for five inflicting only two poison per connection is not a clock that threatens to end anything quickly, but a source of steady progress toward the ten-counter kill without ever bursting for it. That suits how poison strategies actually win, through repeatable pressure rather than a single explosive swing, and a durable Knight that keeps trading into combat fits the arithmetic. The enters trigger is what earns the body its cost in a grind: it rebuys one disposable piece from the graveyard (capped to a small mana value) as it lands, whether that is another toxic threat, an early disruptive body, or sacrifice fodder. The recursion is a one-shot, deliberately floored low, so it refills the same attrition pool the poison clock lives on rather than fetching a bomb. That single return is the card's value pivot: you pay a premium for a resilient attacker plus a card back, but the counters still demand several connections before they add up, so the body has to survive multiple combats to justify the price. It is a value-and-attrition piece for a corruption-minded black deck, built to reload a poison board once on arrival and then keep swinging.
