A-Acererak the Archlich
The venture loop is baked into the base card, not the rebalance: cast it, watch it bounce itself and send you deeper into the dungeon (with Tomb of Annihilation being the completion check that ends the loop), and recast it until the run completes. The entry trigger reads the same on both faces, which means the paper card already loops. What the Arena rebalance actually touched is the attack trigger. On the paper card, the zombie payoff came with a catch for your opponents: an option to sacrifice a creature to blunt the swarm. The digital A-side strips that clause out, so the tokens simply arrive, one 2/2 per opponent, no negotiation. That is a small change with a real edge in a duel, where the trigger was always going to be one token; the opponent's sacrifice line was the only wrinkle, and removing it makes the attack a clean, unconditional payoff. The number scaling by opponent count is the multiplayer artifact here, still flat one-for-one in heads-up play and a genuine swarm in a pod. The design is a self-contained subgame stapled to a body: the completion check only fires on entry, so until you finish the dungeon the creature refuses to stick around, returning to hand once its trigger resolves. Once the run is done, that self-bounce is gone; the ETB no longer returns it, and a resolved removal spell puts it in the graveyard for good. The rebalance did not turn this into an engine; it already was one. It just filed off the one interaction point opponents had left.
