Voidwing Hybrid
Poison decks live and die by their ability to keep the clock ticking after the first wave trades off, and this two-drop is built precisely for that attrition problem. The toxic-plus-flying body chips in a poison counter every turn it connects, but the recursion is what sets it apart: proliferate returns it from the graveyard to hand, so a bat that dies in combat or to removal comes back the moment you crank the counters you already care about. That closes a loop most infect and toxic strategies never had. Older poison creatures were one-shot threats: block them once and they were gone. Here the two mechanics feed each other, because the proliferate you cast to push a lethal poison count also refuels the flyer that put those counters there. The catch is that recursion is gated behind an action, not automatic: you have to actually proliferate, and a hand full of returned bats does nothing if you have no way to grow counters. That gates the engine to decks that treat proliferate as a resource rather than an afterthought. The evasive flying frame matters too, since poison damage that gets blocked accomplishes nothing, and a flyer sidesteps the ground stall these decks tend to create. It is the rare toxic threat that gets harder to answer the longer the game runs.
