Venomous Brutalizer
Toxic 3 does most of the arithmetic here: one connection stamps three poison onto an opponent, so a clean hit puts them a third of the way to the ten that ends the game. Three swings gets to nine, not lethal, and that ceiling is deliberate given how the reworked poison mechanic tallies. It swapped infect's all-or-nothing multiplier math for additive counters that climb a point or three at a time, and nothing about this creature multiplies; it accumulates. The enter trigger rewards a careful read, because it does not accelerate the clock the way its wording suggests. Proliferate bumps each existing counter by one, so if an opponent already carries poison it nudges the total up by a single point, not by three; against a fresh board it does nothing at all, since there is nothing yet to duplicate. Keep those two engines separate: toxic is the counter factory, running three at a time on combat, while the one-shot enter proliferate is a modest top-up that also reaches loyalty, charge counters, and any +1/+1 counters stacked elsewhere. The optional is honest in a way stapled riders rarely are: it is a payment rather than a mandatory clause, so a copy that only wants to be a 4/4 blocker can decline the tax and still trade in combat. The proliferate slowly compounds totals already present on the board; it is rarely a shortcut to lethal, though nudging an opponent from nine poison to ten does exactly that.
