Paladin of Predation
Toxic 6 is the largest single dose the mechanic ships, and it turns this body into a two-hit clock on the poison track: connect twice and an opponent is dead to ten counters, on top of the combat damage. That number drives the whole design. Where most toxic creatures ask you to assemble a swarm and grind counters across many combats, this one collapses the plan into a pair of connections, which reframes evasion from a nice-to-have into the core requirement. The second line does that work. Locking out blockers of power 2 or less prunes the usual chump-and-token defense that would otherwise buy time against a poison strategy, so the small utility creatures and mana dorks that clog most ground stalls simply cannot stand in the way. What is left to stop it are the genuine bodies, and a 6/7 asks a real question of those too. Toxic wins by increments, and a strategy that grinds counters slowly needs a payoff that lands in large increments; a seven-mana Phyrexian Knight that demands only two swings is that payoff. The cost is the honest tax here. Seven mana buys you a finisher, not a curve-filler, so the poison counters accrued along the way have to matter before this ever arrives.
