+1/+1 every turn can make a difference more often than you might think, and the +2/+2 boost you can give to Toxic creatures really matters, as making them harder to block profitably comes with extra value +2/+2 can definitely win you some combats, but it isnt that efficient and doesnt have that much additional upside, and you need tricks to be flexible and powerful to counteract the downside of a 2-for-1 risk, and +2/+2 for 2 doesnt really get you there
Between normal versions, scroll frames, ring frames, scene cards, and so on, there's no shortage of variants and alternate arts for these cards
Blue Dragon Blue Elemental Blast Blue Mage's Cane Blue Mana Battery Blue Marvel, Adam Brashear Blue Ribbon Blue Scarab Blue Sun's Twilight Blue Sun's Zenith Blue Ward Blue, Loyal Raptor Bringer of the Blue Dawn Circle of Protection: Blue Leonardo, Leader in Blue Old Hob, Alleycat Blues Rune of Protection: Blue The Blue Spirit Urza's Blueprints Young Blue Dragon Young Blue Dragon
But if the deck is a deck, this is in that deck
Solier is similarly optimistic about the set's future
On top of this, whenever you deal toxic damage to your opponent using a creature, you add another poison counter to their total count