Topaz Dragon // Entropic Cloud
Team-wide deathtouch is one of black's quiet blowouts: for a couple of mana it turns a board of otherwise-harmless bodies into a wall of assassins, so every blocker trades up and every attacker demands a chump. The problem with printing that as a standalone spell has always been the late game, where a one-shot combat trick clutters your hand once the board matters less. The Adventure structure solves that by letting the effect earn its slot twice: cast Entropic Cloud early for two mana as a combat blowout, then buy back the 4/4 flying, deathtouch body from exile once you can afford the . The two faces want opposite things and reinforce each other for it. The cloud wants your creatures wide and expendable, converting a crowded board into a mass-removal swing without a mass-removal spell; the Dragon wants to be the last relevant threat standing after that exchange clears the way. Black's deathtouch has historically leaned on the pinger-and-fight package to convert the keyword into removal, picking off threats piecemeal. Here the whole army becomes the delivery mechanism, and the removal is priced across two casts totaling eight mana rather than crammed into a single card slot. That split is the point: the same card serves as a cheap tempo play now and a flying finisher later, spent on the deck's own schedule instead of all at once.
