Vishgraz, the Doomhive
Poison as a mechanic has always leaned on inevitability rather than tempo: ten counters is a hard clock, but each increment is small, and toxic decks live or die on whether they can accumulate faster than the opponent stabilizes. This design closes that gap by turning the counter total into a threat all by itself. The +1/+1-per-opposing-poison clause means every point you land makes the next hit bigger, and menace plus toxic 1 keeps the body connecting after your smaller creatures have been chumped away. The enters trigger seeds three Mites that each carry toxic 1 of their own and can't block, so they exist purely to attack: bodies that hand out counters rather than trade in combat. That is the cleverness. It answers poison's classic problem, that once the opponent has enough blockers, a swarm of 1/1 toxic creatures stalls out. Here the aggression compounds instead of flattening, because a stalled board still leaves counters on the table, and those counters are stats. The 3/3 base is deliberately unthreatening; it is priced as a payoff, not a beater, and it wants a battlefield already dripping with poison before it swings. This is the poison lord that finally makes the counters themselves matter beyond the number ten, rewarding a build that spreads damage wide across many attackers rather than pushing one through.

