Ohran Viper
Deathtouch before deathtouch existed. The first ability does mechanically what the keyword later codified: any creature this snake damages in combat dies, regardless of how much damage actually landed. A 1/3 body that kills anything it touches is already a brutal proposition for an attacker, since trading down into it costs them their creature and earns you nothing they want to give. But the second ability is what made the design sing for green: connect with a player instead, and you draw. The toughness is the hinge. At 1/3 it survives most early combat, blocks comfortably, and threatens any creature that steps in front of it; opponents are pushed toward simply not attacking and not blocking, which is exactly when the card-draw clock starts ticking. Green rarely gets clean repeatable card advantage stapled to a defensive body, and the snake resolves that tension by making the same combat math punishing on both axes: block it and lose a creature, ignore it and watch cards flow. The deathtouch-style kill being delayed to end of combat is the quiet restriction, letting a larger blocker survive long enough to deal its damage back, but against the swarm of small creatures this body was built to police, that clause almost never matters.


