Find the Path
Wild Growth with a dungeon crawl bolted on. The mana-doubling half is a design that predates this card by decades: enchant a land, tap it for two green, refund the aura's cost over a couple of turns. What this printing adds is the entry trigger, folding a venture step onto a piece of ramp a green deck willing to run auras was already going to play. That pairing is the reason to build around it. Venture rewards frequency more than any single completion, and ramp is exactly the kind of effect a deck naturally wants in multiples, so stapling the trigger to a three-mana aura turns each copy into both acceleration and progress toward a finished dungeon. The catch is the catch every land aura carries: the enchanted land can still be answered, and losing it costs you both the mana and the card. But the venture resolves on entry, before that risk ever materializes, so even a blowout leaves you deeper into the crawl than you started. The result is ramp that quietly advances a second axis: you pay for the acceleration, and the dungeon progress comes along without a separate card slot. That accumulation of parallel value is the whole point of building around venture, and Find the Path packages it cleanly in green, since a single resolution delivers both the crawl and the mana engine.
