Poison the Blade
The trick to this card is which half you're actually paying for. Deathtouch is at its best on a small body, where the tiniest connection lets a mana dork or a two-drop trade up into anything it meets, and green fields plenty of those undercosted attackers that would otherwise bounce off a real blocker. Hand one deathtouch mid-combat and you've written a two-mana instant that reads "your attacker kills whatever they throw in front of it, and you draw a card for the trouble." The cantrip is the piece that keeps the card from ever being dead: whiff on the ambush, misjudge the block, and you've still cycled it at instant speed. That's the quiet efficiency here. Deathtouch combat tricks have historically been unglamorous filler, because a trick that only pays off when your opponent cooperates in combat is a liability the rest of the time. Bolting the replacement draw onto the effect changes the risk profile entirely: the floor is a two-mana cantrip, the ceiling is a blowout that removes a threat and refuels the hand in one instant. It also plays cleanly with any deathtouch-plus-damage sink, where a scratch becomes a full kill, but the design doesn't lean on that combo; it's built to be a serviceable green instant that never feels like a wasted slot.

