Tyrranax Atrocity
The math is what justifies the whole design: ten poison ends a game, this hangs three per hit, so four connections close it, and haste starts the countdown the turn it lands. That compression is the point. Green has always been a primary poison color, but its infect creatures traditionally leaned on setup: the pump of Triumph of the Hordes, an evasion enabler, a proliferate loop to bridge the gap between one poison counter and lethal. A haste beater that stacks toxic the moment it arrives folds all of that into a single attack step, no engine assembly required. The card asks only that it connect, and haste guarantees the first swing comes before a wall of blockers goes up. The 4/4 frame is the honest half of the trade. No evasion, no protection, so a ground stall or one reliable blocker shuts the clock off entirely, which is exactly what keeps a four-hit poison kill from being oppressive: the aggressor has to hold the lanes open across multiple turns, and the defender only has to close one. Against an empty board, though, it is one of the most direct expressions of toxic printed: no combo, no counter-multiplying package, just a hasty body counting up to ten.
