Magic: the Gathering
you always have access to all three. These actions trigger effects that go on the stack. Some cards like Nadaar also care if you've already completed a dungeon - it doesn't matter which one. According to the stream “AFR Venture Day”, although we have this mechanic in all colors, the most focused combinations are
Orzhov- white and black - and
Azorius- white and blue. It's also been said that regular mechanic cards tend to Venture once (one-shot), or rely on some restriction (such as dealing damage to the opponent), while higher rarities can venture repeatedly. The question that remains is: which dungeon to choose? This will depend on the context of the game and your deck. Let's look at the options. Remember that we still don't know 100% of the set, this is more of a starting point than a definitive guide.
Interests:if you're the aggressor in the match, or your deck plans to be the aggressor most of the time, go for the Tomb. If you want to play “backwards”, choose one of the others. Ignore the “Oubliette” room in 99% of cases.
Mine Tunnelsprovides a source of mana for decks that are interested in putting a light splash, it's worth considering this possibility. Also remember that due to the layout of the rooms, if you make the Treasure, the +1/+1 (Storeroom) counter is out of access, and vice versa with
Goblin Lair/Fungi Cavern.
Interests:if you are not the aggressor and want to complete a dungeon; or has a low Venture density on the deck; or need board presence (Goblin Lair -> Storeroom).
Runestone Caverns: You can play a land from the top, but you still have to pay the cost of spells. Pay attention to the scenario where it might be better to choose Muiral's Graveyard and secure the tokens, as if you were going to pay mana for your Venture.
Interesting: with a deck built around mechanics and that manages to take the time to venture out multiple times, taking advantage of the card advantage eventually.
Glittering Frostvariant of the set. Although it works as a ramp that generates extra value in Venture, it is important to emphasize that it does not serve as a fixing for multicolor decks. Even though you have the option of making a Treasure sometimes through the Dungeon, it's best not to count on it. Legal on turn 4 along with a 2-drop, followed by a 6-drop on turn 5. It should have its place in the format.
Initial note: C.
First Day of Class. My reasoning is that the counter is worth approximately half a card, is advancing a room in the dungeon worth another half card? It feels super contextual to the rest of your deck, how much Venture you have access to, and which dungeon you use most often.
Initial note: D+.
Initial note: C+.
Initial note: B-.
Initial note: B+, possibly A- depending on environment.
Storeroom) very well. At worst, it goes into defense mode and protects you from everything. It gives a huge value for 2 mana.
Initial note: B.