Slaughter Singer
The reward toxic needed to become an aggressive plan rather than a slow drip. Toxic on its own asks you to connect for four or five hits before poison closes a game, a losing proposition against any deck that blocks. This reverses that math: every other toxic attacker you control grows as it swings, so a wide board does not just stack counters, it adds power, and the poison lands faster because the creatures carrying it survive combat and keep connecting. The anthem keys off the keyword rather than pumping the team generically, which keeps the payoff inside its own tribe and scales it precisely with how committed you are to the plan. Its own toxic 2 matters just as much: it is both lord and body, contributing to the counter clock while enabling everyone around it. Structurally this is the classic aggro-lord shape (a two-drop that wants copies of itself on the battlefield) retooled toward a win condition measured in poison instead of life total. The Green-White pairing is the tell: these are the go-wide colors, and pointing that width at an alternate victory metric is the entire idea. Infect always had the tools to close fast; poison-by-toxic needed a creature that made speed the correct way to play it, and this is the engine built to carry that board.

