Dungeons! Er, what ever do we do about them?

Right, er, well, there's been talks about them in various treads and suggestions and dreams and wishes and plans and all that, but - what do we do with them and what do they actually do?
I'd like to say a few things, just so my stance on it is somewhat clear, maybe everyone thought about it already, maybe it adds a dimension, maybe not, but let's have it:
1) In Forge the quest mode inspired by Shandalar works like this: you have regular duels and "quest challenges" which emulate dungeons.
You can go "fantasy mode" and have regular duels have varying lives and pets (permanently spawned stuff that you can upgrade by purchases) - tried it a bunch, was to aware of everything that wrong with it, was pleasantly pleased that you can disallow it and have the regular duels be 20 lives and all standard MtG rules and had heaps of fun with that. That whole experience really once-and-for-all showed me that a lot of things tacked onto regular duels in Shandalar was a big miss on the part of the developers.
"Quest challenges" are like dungeons except it's a single encounter thing with no interface. The opponent has a permanent (or several) in play and a deck attuned to it, or varying lives, and your goal is to get through the challenge of beating it.
This separation of regular dueling which you use to build up your deck and wacky dueling with strange rules and permanents in play worked very well, and as a long time Shandalar and MtG player I felt like it fixed so many things which were wrong with Shandalar. I'm noting it just illustrate a different approach to a MtG RPG. Except that it was done by people trying to recreate Shandalar trying to improve on the Shandalar-specific nonsense which just made everything that was wrong with it more obvious. Folks here might see nothing wrong with defending someone starting with a Wall of Wood here and there, but folks over there were defending always starting with varying pets of your choice that included a 1/4 wall with Wither and 1/1 fliers with looting and such because "it's just like Shandalar, what can possibly be wrong?"
It might come in handy later, it might not.
---
2) More along what I'm sure we're all interested in - what's the best way to solve some concrete issues with dungeons as they work in Shandalar.
2.1) The biggest problem, from my perspective, is the interaction between lives carrying over and in-match lifegain.
On the one hand, lives carrying over in dungeons is something you can base a MtG based dungeon around. Gives you a sense of attrition for a non-standard game mode, hightens the danger and all that. A mox is a gamechanger, expecting someone to beat several opponents in a row with a ludicrous assumption like dwindiling life is about right for something like that (heck, it might even be too little to ask).
On the other hand, lifegain (and lifelink) makes most dungeons quite trivial. Lifegain, despite it's general reputation, isn't a trivial mechanic even in a regular straight 20 life format - WotC isn't really eager to make lifegain cards too good on a regular basis and tacking lifelink on stuff has often pushed things way over the edge (Armadillo Cloak, Baneslayer Angel, Batterskull, efficient weenies with cheap equipment...) and heck, I've played Aven Riftwatchers in competitive constructed to great effect - gain 4 life, deal some damage, be a roadblock until you build you mana. Bad lifegain cards are bad, strong multi-purpose lifegain cards are quite something. And they're simply too brutal if the life carries over to the next match.
This is probably just stating the obvious, but you never know.
What if life carried over but only up to the amount you started the match with? Would that even be possible? Is it possibly already possible by tweaking something in the ini?
Lifegain would still be a really strong way to keep your life steady and stack up the gains from dungeon dice if you can. It would still likely make lifegaining colors the best at clearing dungeons, but how things are right now is a bit obscene.
Anyone see flaws with this?
2.2) Dungeon dice
Well, I don't actually run into this one very often at it's most extreme because I tend to walk around with decks with a semi regular curve of creatures. Other folks tend to go around with decks with just one creature or artifact in their decks and start every match with an Eldrazi or something. One of the reasons I don't go for this sort of shennanigans is that it's unnecessary - just the way the things operate is quite broken on it's own.
Well, that's obviously something that's getting looked into at some point (or is it?).
Any permanent you start the match with is quite an advantage (for either the player or the opponent), much more so than folks who's used to taking shandalar idiosincracies for granted generally think. A chance to start a duel with something that's good enough for you to put in a deck even more so, because it's probable that it plays nicely with whatever else you have in the deck and allows you to kill something faster, thus lowering the potential life loss.
Just think about it - starting with a 5cc creature is the equivalent of having 2 black lotuses in your deck, drawing them in your first hand, using them, playing a creature and drawing 3 cards. Despite the fact that you're playing in "dwindling life mode" (unless you're packing lifegain), and against opponents which start with a permanent of their own, this is a tremendous advantage. One dungeons dice Serra Angel = 2 Black Lotus + Serra Angel + Ancestral Recall. Ok, that's a bit of an extreme example, but that's the general idea.
So most dungeons are, in fact, largely stacked in the players advantage as long as dice can be found. If the surface decks are built to make the regular game bearable and fun (and there the player is at a significant disadvantage compared to the usual mtg situation even if the opponent has lower lives too, because of playing with a pile of cards vs. constructed decks), those same decks suck in dungeons.
Which is a problem, tbh, because dungeons contain treasures, and grabing a bunch of moxes messes up any topside balancing as it's quite difficult to make decks which play nicely against decks with moxes and decks without moxes (and Sol Ring). Even a Shandalar with no manalinks and no shennanigans topside would still work (in fact it would, believe it or not, work better), as long as it had fully functional dungeons for the off the wall no-holds-barred crazyness. The dungeons have to be mechanically a bit better thought out than they are now, even for this current Shandalar.
I'm curious - even without having the enemies be able to use different decks, which would possibly allow for each enemy having a specific deck tuned to being played in dungeons (geared towards the dungeon specific bonus card, able to tackle free permanents by the player, life gain proofing etc.) - would it be possible that once sideboarding is understood to add a handle "if dungeon" which would let a deck be adjusted and powered up "on the fly"?
Because in order for dungeon decks to be properly challenging, they'd have to be an order of magnitude (or several) tougher to really be able to handle dungeon dice properly. Well, in theory anyway.
I'd like to say a few things, just so my stance on it is somewhat clear, maybe everyone thought about it already, maybe it adds a dimension, maybe not, but let's have it:
1) In Forge the quest mode inspired by Shandalar works like this: you have regular duels and "quest challenges" which emulate dungeons.
You can go "fantasy mode" and have regular duels have varying lives and pets (permanently spawned stuff that you can upgrade by purchases) - tried it a bunch, was to aware of everything that wrong with it, was pleasantly pleased that you can disallow it and have the regular duels be 20 lives and all standard MtG rules and had heaps of fun with that. That whole experience really once-and-for-all showed me that a lot of things tacked onto regular duels in Shandalar was a big miss on the part of the developers.
"Quest challenges" are like dungeons except it's a single encounter thing with no interface. The opponent has a permanent (or several) in play and a deck attuned to it, or varying lives, and your goal is to get through the challenge of beating it.
This separation of regular dueling which you use to build up your deck and wacky dueling with strange rules and permanents in play worked very well, and as a long time Shandalar and MtG player I felt like it fixed so many things which were wrong with Shandalar. I'm noting it just illustrate a different approach to a MtG RPG. Except that it was done by people trying to recreate Shandalar trying to improve on the Shandalar-specific nonsense which just made everything that was wrong with it more obvious. Folks here might see nothing wrong with defending someone starting with a Wall of Wood here and there, but folks over there were defending always starting with varying pets of your choice that included a 1/4 wall with Wither and 1/1 fliers with looting and such because "it's just like Shandalar, what can possibly be wrong?"
It might come in handy later, it might not.
---
2) More along what I'm sure we're all interested in - what's the best way to solve some concrete issues with dungeons as they work in Shandalar.
2.1) The biggest problem, from my perspective, is the interaction between lives carrying over and in-match lifegain.
On the one hand, lives carrying over in dungeons is something you can base a MtG based dungeon around. Gives you a sense of attrition for a non-standard game mode, hightens the danger and all that. A mox is a gamechanger, expecting someone to beat several opponents in a row with a ludicrous assumption like dwindiling life is about right for something like that (heck, it might even be too little to ask).
On the other hand, lifegain (and lifelink) makes most dungeons quite trivial. Lifegain, despite it's general reputation, isn't a trivial mechanic even in a regular straight 20 life format - WotC isn't really eager to make lifegain cards too good on a regular basis and tacking lifelink on stuff has often pushed things way over the edge (Armadillo Cloak, Baneslayer Angel, Batterskull, efficient weenies with cheap equipment...) and heck, I've played Aven Riftwatchers in competitive constructed to great effect - gain 4 life, deal some damage, be a roadblock until you build you mana. Bad lifegain cards are bad, strong multi-purpose lifegain cards are quite something. And they're simply too brutal if the life carries over to the next match.
This is probably just stating the obvious, but you never know.
What if life carried over but only up to the amount you started the match with? Would that even be possible? Is it possibly already possible by tweaking something in the ini?
Lifegain would still be a really strong way to keep your life steady and stack up the gains from dungeon dice if you can. It would still likely make lifegaining colors the best at clearing dungeons, but how things are right now is a bit obscene.
Anyone see flaws with this?
2.2) Dungeon dice
Well, I don't actually run into this one very often at it's most extreme because I tend to walk around with decks with a semi regular curve of creatures. Other folks tend to go around with decks with just one creature or artifact in their decks and start every match with an Eldrazi or something. One of the reasons I don't go for this sort of shennanigans is that it's unnecessary - just the way the things operate is quite broken on it's own.
Well, that's obviously something that's getting looked into at some point (or is it?).
Any permanent you start the match with is quite an advantage (for either the player or the opponent), much more so than folks who's used to taking shandalar idiosincracies for granted generally think. A chance to start a duel with something that's good enough for you to put in a deck even more so, because it's probable that it plays nicely with whatever else you have in the deck and allows you to kill something faster, thus lowering the potential life loss.
Just think about it - starting with a 5cc creature is the equivalent of having 2 black lotuses in your deck, drawing them in your first hand, using them, playing a creature and drawing 3 cards. Despite the fact that you're playing in "dwindling life mode" (unless you're packing lifegain), and against opponents which start with a permanent of their own, this is a tremendous advantage. One dungeons dice Serra Angel = 2 Black Lotus + Serra Angel + Ancestral Recall. Ok, that's a bit of an extreme example, but that's the general idea.
So most dungeons are, in fact, largely stacked in the players advantage as long as dice can be found. If the surface decks are built to make the regular game bearable and fun (and there the player is at a significant disadvantage compared to the usual mtg situation even if the opponent has lower lives too, because of playing with a pile of cards vs. constructed decks), those same decks suck in dungeons.
Which is a problem, tbh, because dungeons contain treasures, and grabing a bunch of moxes messes up any topside balancing as it's quite difficult to make decks which play nicely against decks with moxes and decks without moxes (and Sol Ring). Even a Shandalar with no manalinks and no shennanigans topside would still work (in fact it would, believe it or not, work better), as long as it had fully functional dungeons for the off the wall no-holds-barred crazyness. The dungeons have to be mechanically a bit better thought out than they are now, even for this current Shandalar.
I'm curious - even without having the enemies be able to use different decks, which would possibly allow for each enemy having a specific deck tuned to being played in dungeons (geared towards the dungeon specific bonus card, able to tackle free permanents by the player, life gain proofing etc.) - would it be possible that once sideboarding is understood to add a handle "if dungeon" which would let a deck be adjusted and powered up "on the fly"?
Because in order for dungeon decks to be properly challenging, they'd have to be an order of magnitude (or several) tougher to really be able to handle dungeon dice properly. Well, in theory anyway.