Dungeon: Action - Duration
$3
+1 Action
Now and at the start of your next turn: +2 Cards, then discard 2 cards.
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Discussion:
1) The obvious comparison is with Warehouse. If you're playing either one at the start of your turn,
Warehouse: Choose your best 4 cards out of 7, continue your turn with another action.
Dungeon: Turn 1 -- Choose your best 4 cards out of 6, continue your turn with another action
Turn 2 -- Choose your best 5 cards out of 7, continue your turn with another action
Certainly there will be few times when they're both on the same board, but Warehouse can activate 3 Tunnels in a single turn, if you're lucky enough to see them all within 7 cards. On one play, Dungeon can activate 4 Tunnels, and they can be mixed among your next 13 cards.
Warehouse isn't that great against handsize attacks because you end up with only 2 cards in hand post play. This faces a similar problem on Turn 1, but on Turn 2 you'll at least have 3 cards to start with, even after some filtering.
2) So, for duration effect, is giving up one card of cycling worth it, compared to Warehouse? For the price, I'm not sure.
3) This seems extremely good when you need to constantly collide cards: think Tournament/Province, Baron/Estate, Treasure Maps, and even Urchin/Urchin (although for $3, perhaps you're better off buying another Urchin). Engines will like this, even if there is good trashing, because of the increased reliability in setting your engine off on Turn 2.