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Fifty Feet of Rope

Fifty Feet of Rope

{1}
Artifact

Climb Over — {T}: Target Wall can't block this turn.

Tie Up — {3}, {T}: Target creature doesn't untap during its controller's next untap step.

Rappel Down — {4}, {T}: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

Illustrated by Andrew Mar

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Not Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#244
RarityUncommon
ReleasedJul 23, 2021
EDHREC rank#16,148

Prices

USD$0.25
USD foil$0.30
EUR€0.07
EUR foil€0.29
MTGO0.03 tix
Rulings (12)
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.

    Jul 23, 2021 · Wizards of the Coast
  • Moving into a dungeon room will cause its room ability to trigger.

    Jul 23, 2021 · Wizards of the Coast
  • If you somehow venture into the dungeon while a room's ability is on the stack, you will continue on in the dungeon. If you're already in the last room, complete that dungeon and start a new one.

    Jul 23, 2021 · Wizards of the Coast
  • The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.

    Jul 23, 2021 · Wizards of the Coast
  • To venture into the dungeon, a player moves their venture marker into the next room of the dungeon they are currently in. If they aren't currently in a dungeon, that player instead chooses a dungeon card from outside the game, puts it into the command zone, and moves their venture marker onto the first room.

    Jul 23, 2021 · Wizards of the Coast
  • Choosing the dungeon or room to venture into is part of resolving the venture into the dungeon keyword action. Once that choice is made, players may not respond until after the appropriate room ability has triggered.

    Jul 23, 2021 · Wizards of the Coast
  • Activating the Climb Over ability after a Wall has blocked won't change or undo that block.

    Jul 23, 2021 · Wizards of the Coast
  • Dungeon cards are not part of a player's deck or sideboard. In both constructed and limited formats, players can use any dungeon card when they venture into the dungeon.

    Jul 23, 2021 · Wizards of the Coast
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

    Jul 23, 2021 · Wizards of the Coast
  • The Tie Up ability doesn't tap the creature, it just prevents it from untapping if it is already tapped or becomes tapped through some other means.

    Jul 23, 2021 · Wizards of the Coast
  • Dungeons are removed from the game as a state-based action.

    Jul 23, 2021 · Wizards of the Coast
  • A player may only have one dungeon in the command zone at a time.

    Jul 23, 2021 · Wizards of the Coast

Printings (2)

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