Phyrexian Swarmlord
Infect's design problem was always the snowball: poison is a separate win condition that, once it gets going, mostly wants to be left alone. Most infect creatures push toward the ten-poison clock and then run out of gas if the board stalls. This one inverts the math. Its upkeep trigger reads the poison counters your opponents already carry and converts them into a body count, so every point of damage you have dealt comes back as a 1/1 token with infect on your next turn. The further along the clock you are, the more the board fills, and each new token carries its own poison threat. That feedback loop points directly at the same win condition the infect deck is already chasing, which is what makes the green-green commitment and six mana value defensible: the cost buys an engine that turns a partial poison clock into a closing one, not just a 4/4 with infect. The body attacks for four poison on its own, but the real payoff arrives the upkeep after, when the counters it dealt come back as Insect tokens. It rewards getting poison onto the board early and brutally punishes letting an infect deck stabilize, which is precisely the kind of escalation the mechanic was built to threaten and rarely delivered this cleanly.

