Persuasive Interrogators
Poison counters have almost always lived in creatures that swing: infect, toxic, the occasional corrosive artifact grinding face damage into a losing life total. This design reroutes the clock entirely, tying it not to combat but to card advantage. The Clue made on entry, and every other Clue you crack, becomes a two-counter payment against a single opponent, which reframes the humble Clue token from a slow value engine into a stack of lethal chips: five sacrifices close the game on their own, and the body invites you to fill your board with Clue generators rather than evasive attackers. The trigger keys off any sacrificed Clue, not only those this creature made, so anything already cracking Clues for cards is quietly stacking a second win condition it never signed up for. The 5/6 frame matters too: it survives most burn and combat, buying the time an alternate win path needs to come online. What the design really answers is how to make poison work outside the aristocrats-and-attackers shell it was locked into, and it lands on something elegant precisely because it repurposes investigate, a mechanic built for grind rather than lethality, into the delivery system.

