Tangle Angler
A 1/5 with infect is a wall: it survives nearly anything that runs into it, deals a single poison if it connects, and otherwise just sits there discouraging attacks. The ability rewrites what that body is for. A lure on an infect creature is a particularly nasty pairing because the forced blocker takes its damage as permanent -1/-1 counters, not regular combat damage: anything the angler pulls into combat shrinks for good, and one point a turn quietly grinds a 2/2 down to nothing while the five toughness absorbs the swing back. The recipient almost never wants this trade; small creatures simply die, and larger ones bleed counters they never recover. So the activated ability converts a defensive stat line into a repeatable removal tax, a way to dismantle a board one creature at a time rather than a way to advance a poison clock. The toughness is the engine that makes the tax repeatable: at five, it walks out of most forced combats clean and lines up to do it again next turn. It belongs to the poison-counter strategy where individual increments matter more than raw damage, the deck that wins by attrition (shrinking blockers into uselessness, picking off the creatures that would otherwise stand in the way of the rest of its infect attackers) rather than by racing.
