Cards like Time Walk, which lets you take another turn (something that might be fine in a regular board game, but is a killer in a one-on-one duel, and only cost two mana to boot). It's worth it, because potential dungeon rewards include the Power Nine, cards from the early days of Magic that must have sounded like good ideas at the time but in play turned out to be game-bustingly overpowered. You have to go back to hunting for clues again. Lose a single bout, or leave the dungeon for any reason, and the entire edifice vanishes. It's here, choosing between paths that might contain randomized rewards or riddles as well as enemies, that Shandalar feels most like Slay the Spire. Inside dungeons you can't save, and your life points don't refill between duels. That's good! The same dungeon might also have Power Struggle permanently in effect, meaning that every turn a random card swaps ownership. One dungeon might include a Black Lotus, a card that gives you three mana of any color. Each clue tells you a little more about what you'll face, what color most of the enemies will be, and what rewards will be lying around. The best cards could only be found in dungeons, which had to be uncovered by foregoing the ante reward for defeating wizards and demanding dungeon clues instead. What was serious about Shandalar was the challenge. (Image credit: MicroProse) The Mighty Nine
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