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The ability to run adventure engine separates the meta from the rogue. Used to play Evil Twins where I make Trouble Sunny and then I have a targetted destruction and maybe I have some handtraps when I pass.
I made a Prank-Kids deck and it's night and day. I have card draw and DPE guaranteed, I can run every handtrap I need, and if I draw adventure I have that on turn 1 as well.
It is what it is.
Where as the meta decks can more often than not play through adventure, having adventure completely widens the gap between meta and rogue strategies, as it's often not the only thing that the meta deck can do.
I agree with OP, Adventure has done nothing for the meta except make meta decks stronger. Even the rogue decks that run adventure barely benefit from it and more run it out of necessity.
However...
I started another thread where I go into detail but current meta is about having just as many answers as you can to stop your opponent turn 1 from making an unfair board.
"But it makes meta decks stronger"
D/D/D, Drytron, Virtual World, PK, Eldlich nor Soulsword carry them.
Only Prank Kids and I think some variants of Tenyi in order to protect their board and Prank Kids is merely another variant of the Tri-Brigrade which consists of this one card that makes a board and 4 others that are a combination of hand traps.
Adventure is hardly unfair, the problem card in tenyi is Halq and Auroradon.
Prank Kids on their own are not a big deal either, a well timed Kaiju or Golem is all it takes.
Even then, Plunder ain't ♥♥♥♥ in Master duel which is what we're talking about. So who cares?
Yeah but they still cant compete with the meta and these are only couple out of dozens. Salamengreat and Plunder patrol are fairly new decks, its not surprising that they are compatible. Wind Charmers are better off playing Skill drain and Dogmatika over the Adventure engine.