Delver's Torch
Venture into the dungeon spent most of its printings glued to one-shot triggers, and this is the version that turns it into a repeating combat step: attach, swing, advance a room, then do it again next turn. The equip cost of sets the terms. Cheap to cast, expensive to relocate, so the reward accrues to whichever creature you commit to attacking with rather than to a chain of blink or reattach tricks. The venture happens when the equipped creature is declared as an attacker, not when it connects, which decouples the engine from evasion entirely: a blocked, chumped, or trading attacker still clears its room before combat resolves. The +1/+1 nudges toward getting in for the extra pressure, but it is decoration on the real payload, not the delivery mechanism. That distinction is the whole engine. One creature equipped early advances the dungeon every turn you can keep it swinging, so the payoff scales with the reliability of your attack step rather than the number of venture cards you jam into the deck. It reads as a modest piece of Equipment and behaves like a slow, self-sustaining dungeon crawler, converting the one repeatable action every deck already takes into steady progress toward a completed dungeon.
