Yuan-Ti Fang-Blade
The venture trigger has an enabler problem baked in: it only fires when this connects as an attacker, and a 2/2 walking into a defended board has little hope of landing on its own. Deathtouch does not force the hit, it prices the block. Any creature that stops the swing trades itself away, so the opponent chooses between eating the damage (and the dungeon step) or spending a body to deny a 2/2 worth far less than what dies to it. Neither answer is clean, which is the point: deathtouch does not guarantee the connection, it makes refusing it expensive. That turns a small, unremarkable attacker into a recurring threat the defender would rather leave alone, and every unblocked swing walks one room deeper. Venture is slow accrual, paying out across turns rather than in a single burst, and that cadence suits a creature built to keep swinging into a hesitant board. The two abilities work as a matched pair: deathtouch manufactures the willingness to send the body in, and the promise of dungeon progress gives you a reason to keep doing it even when the board is stalled. This is a repeatable dungeon-advancement source for a deck that intends to grind through the rooms over several combat steps, not a one-shot payoff, and its whole value rests on how uncomfortable deathtouch makes the blocking math.
