Venser, Corpse Puppet
Proliferate is the trigger, but the payload is a self-replacing golem factory: every time you proliferate, the mode asks whether you already control The Hollow Sentinel, and if you don't, one materializes. That first mode is the engine's spine. It turns proliferate from a value-adder that pumps existing counters into a body-generator that rebuilds a board out of nothing, and because the mode checks whether you already control a creature named The Hollow Sentinel the design caps the loop at one Sentinel at a time rather than letting a single proliferate storm bury the table in golems. The second mode is where the two halves click together: hand that Golem (or any artifact creature) flying and lifelink, and the whole assembly becomes an evasive lifegain closer bolted to a two-mana legend that already carries lifelink and toxic 1 in its own right. Toxic here is not window dressing; poison counters are counters, so a single card both cares about proliferating them and profits from the act of doing so. What makes the shell coherent is that the enablers feed the payoff and the payoff feeds a poison clock at the same time, so a deck built around it does not have to choose between grinding out artifact creatures and racing on the poison axis. It is a compact two-color legend for exactly that overlap: proliferate as the connective tissue between an artifact-token board and a toxic win condition.




