Dungeon cards were first introduced in Dungeons & Dragons: Adventures in the Forgotten Realms , along with the keyword ability venture into the dungeon
(If you control another Role on it, put that one into the graveyard
They let you experiment with archetypes you might not have tried, offer a relatively inexpensive way to add lots of the best Yugioh cards to your collection, and provide a firm base on which to build a Yugioh deck that better suits you
This made what shouldve been an exciting crossover feel like a cash grab and, while Wizards of the Coast is a company that obviously wants to make money, it feels rather blatant when it weaponises FOMO like this
For example, Mythical Island has several cards that augment the already powerful Mewtwo ex deck
Bringing out a Sisu Empowered Sibling three turns early, or even a turn before you can shift it can be devastating