Threats are too diverse to try and handle them with janky cheap removal
(Choose any number of permanents and/or players, then give each another counter of each kind already there.) Target creature you control fights up to one target creature you don't control
This is particularly true post-rotation, when Field of Ruin exits, and were just left with Cleansing Wildfire as a reasonable option
In the right setup, tapping into something like Magosi, the Waterveil means youre not just getting a bonus turn youre looping the effect for infinite turns and taking over the game at your own pace
Synergy has declined and power has increased, with that Cabal Therapy has taken hits
The adventure mechanic was a direct response to an issue Set Design came up against: they felt that Vision Designs set was too focused on making big mechanical choices during deck building and not enough during play (Set Design lead Mark Gotlieb has written a full account of how Adventures were designed)