MTG Card Fifty Feet of Rope


Fifty Feet of Rope
Released2021-07-23
Mana cost
Converted mana cost1
Border colorBlack
Set AFR - Adventures in the Forgotten Realms
RarityUncommon
Layoutnormal
TypeArtifact
Number244
Frame version2015
Illustred by Andrew Mar

This card be found in foil.

Formats and restrictions

StandardLegal
HistoricbrawlLegal
HistoricLegal
LegacyLegal
GladiatorLegal
PioneerLegal
CommanderLegal
ModernLegal
FutureLegal
VintageLegal
DuelLegal
BrawlLegal
PennyLegal

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Text of card Fifty Feet of Rope


Climb Over — : Target Wall can't block this turn. Tie Up — {3}, : Target creature doesn't untap during its controller's next untap step. Rappel Down — {4}, : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

Rules and information for Fifty Feet of Rope


2021-07-23

Activating the Climb Over ability after a Wall has blocked won't change or undo that block.

2021-07-23

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.

2021-07-23

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.

2021-07-23

Moving into a dungeon room will cause its room ability to trigger.

2021-07-23

Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021-07-23

A player may only have one dungeon in the command zone at a time.

2021-07-23

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.

2021-07-23

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.

2021-07-23

You can only move forward (well, downward) in a dungeon, never backwards or sideways.

2021-07-23

Dungeons are removed from the game as a state-based action.

2021-07-23

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.

2021-07-23

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.