Tomb of Annihilation
The dungeon that charges everyone rent. Of the trio of venture destinations introduced together, this is the one built on symmetrical attrition: most rooms in the tree hit "each player," turning the dungeon-crawler's private progress into a shared bleed. The venture mechanic normally lets a player climb toward a reward at their own pace with no cost to the table, but here the climb itself is a Syphon Life split among everyone, escalating as you descend. The design tension is that the deepest room, Cradle of the Death God, hands you The Atropal, a 4/4 deathtouch body, while the two branch paths (the discard-taxing Veils of Fear line and the harsher Oubliette shortcut) decide how much you and your opponents pay to reach it. Oubliette is the interesting fork: it demands you personally discard a card and sacrifice a creature, an artifact, and a land, front-loading your entire cost to skip a step, whereas the Veils route spreads the pain across the table over two rooms. The reward at the bottom is the same either way, so the whole structure is a question of who you are willing to hurt and how fast. For a deck that already trades life and permanents for advantage, a venture engine that produces a recurring drain plus a repeatable token payoff reads less like a side quest and more like a black attrition plan wearing a Dungeons & Dragons costume.

