Noxious Assault
The green Overrun template has always sold the same fantasy: swing wide, get through, end the game. This one rewrites the deterrent baked into that plan. A normal team pump punishes blocking only with dead creatures; the defender still gets to trade, chump, and gum up the ground. Here, every block hands the blocker's controller a poison counter, and the trigger keys off the act of blocking rather than damage, so it fires whether the creature dies, survives, or gets chumped into oblivion. That flips the usual math. Against most alpha strikes the sensible play is to block the biggest threats and take the rest; against this, blocking is exactly what feeds the clock, because in poison-heavy games those counters can matter more than the life total the pump is threatening. The defender is left choosing between eating the +2/+2 damage or accelerating their own infection, a squeeze that a plain combat-step buff never creates. The cost is the honest part: a five-mana sorcery is a real commitment for an effect that does nothing without a board already worth pumping, and it sits at the top of a curve where Overrun and its descendants have always been more of a finisher than a swing. What separates it is that it is built for a poison-counter deck first and a go-wide deck second, punishing the defensive maneuver rather than merely the defensive body.
