Rot Wolf
Most green infect creatures want to connect unblocked, sending poison at a face that has no good way to stop it. This one wants the opposite, and the draw trigger is what flips the incentive. It keys on any creature this Wolf damaged this turn, not on the Wolf's own combat step, so a blocker you bite for two and then finish off with a burn spell still cashes in a card. The catch is timing: the damaged creature has to die that same turn for the draw to come. Marking something with -1/-1 counters and leaving it standing does nothing on its own; you have to push it the rest of the way down before the turn ends, with a second blocker, a fight spell, or another point of damage. That is what separates it from the rest of the green poison roster, which is built to ship counters at a player. Rot Wolf is paid off by trading into a board, by attacks that get blocked, by combat that resolves into death rather than damage through. And it needs no setup turn: it can throw itself in front of an attacker the moment it lands, or hit something immediately through a bite spell. The 2/2 body is the cost of stapling a draw engine to an infect creature; it dies to most of what an opponent can point at it. The tension is built into the keyword. Infect makes the opponent want to block, and blocking is exactly the interaction that feeds you cards.

