Nadaar, Selfless Paladin
The card that told players what venture was going to be worth. Wiring a dungeon trigger onto both entering the battlefield and attacking means this wants to be cast early and swing every turn, turning what could have been a slow toolbox mechanic into an aggressive clock: three or four combat steps walk you through most dungeons, and the payoff waits at the end. That final clause is where the tempo cashes out. A 3/3 with vigilance is a fair body for the cost, but clearing a dungeon lifts the whole team, so the incentive is to venture fast rather than sit on a single ability. The vigilance is functional, not decoration: it lets the paladin keep swinging to fuel its own venture triggers while staying back on defense, which is exactly the loop the design is built around. Most anthem effects want you to flood the board first and pay for the buff up front; this one earns the buff as a consequence of the combat you already wanted to be in. The completion condition is what keeps the anthem from being free, since you have to survive the several turns it takes to run the rooms, and no creature is more eager to run them than the one whose attacks advance you every step of the way.




