If youre drafting, and a card says venture into the dungeon, replace that text with all the options from the Nth level of each dungeon, where N is the number of times you believe your deck can reasonably venture into the dungeon
When you do, choose one -* Remove X counters from target permanent, where X is the mana value of the exiled card.* Target creature an opponent controls gets -X/-X until end of turn, where X is the mana value of the exiled card
Rather, it is only incorrect a very large percentage of the time to do so
Not only does this fill your board up with more monsters to smack your opponent with, but this provides a way to ensure that this cards protection is always active meaning your opponent will have a seriously hard time trying to get rid of this guy
Granted, Option cards are immune to the Jamming effect (Meaning only Misty Sevens and Cherrymon's Mist can negate them) but you see that so rarely, you don't really need to worry about that