I imagine two of the main reasons they only made three dungeons are because it's harder to balance the more dungeons you add both in terms of the power level of venture cards and the dungeons themselves relative to each other, and secondly because the more dungeons you add the more complex all the venture cards become with different possible choices and outcomes.
The first mistake was not limiting the number of dungeons "in your deck". They should at least have made the dungeons take up a sideboard card slot.
Honestly, these should've just worked similar to sagas: Cards with a mana cost that you cast and go into your deck. If it was me I would've made them double-faced to represent the reward or loot on the backside, similar to the Ixalan DFCs.
This mechanic feels very undeveloped front, back and center. And I cannot wrap my head around why they thought it was a good idea and exciting for the players to only print three dungeons. It boggles my mind.
Look kids it's monopoly with dungeons in MTG and for our next trick...
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I love the concept of using magic cards to explore a boardscape such as Explorers of Ixalan or even Planechase. That said they really dropped the ball with this mechanic. Half of Dungeons & Dragons is the Dungeons! We really deserved an alternate game mode that takes magic in another direction to explore dungeons in a more developed way.
Having 3 dungeons, while they might be iconic to those of us who have played the modules before, is fairly underwhelming. The reason they had to keep it at 3 is because the mechanic is extremely parasitic and vulnerable to power creep.
It would have been amazing to have a multiplayer game where up to 4 players explore a dungeon together using magic cards, with other magic cards representing obstacles and enemies to get past, and dungeon cards face down on the board waiting to be flipped over as we venture within. Perhaps with one player as the DM similar to the Archenemy. WotC could have easily sold preconstructed Magic 'modules' to create such experiences for us if they had really tried to give us a real D&D experience using Magic cards. As is this is just a reskinned contraption mechanic from Unstable of sorts.
The way you described it Dungeons might have worked better as a Planechase alternative, imagine the dungeon cards being as large as the plane cards.
Look kids it's monopoly with dungeons in MTG and for our next trick...
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Pity each player gets their own dungeon. Imagine both "parties" entering the same Dungeon and somehow having to fight...
The way you described it Dungeons might have worked better as a Planechase alternative, imagine the dungeon cards being as large as the plane cards.
That would have worked so much better, as a "casual" format, and making dungeons not available in other formats (like the draft-only stuff).
As a draft-only mechanic this would be reasonable.
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