Fifty Feet of Rope MTG Card
Card sets | Released in 2 setsSee all |
Mana cost | |
Converted mana cost | 1 |
Rarity | Uncommon |
Type | Artifact |
Abilities | Venture into the dungeon |
Text of card
Climb Over — : Target Wall can't block this turn. Tie Up — , : Target creature doesn't untap during its controller's next untap step. Rappel Down — , : Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)
Cards like Fifty Feet of Rope
Fifty Feet of Rope stands out as a versatile card in MTG, joining the ranks of multipurpose tools designed to deliver a varied toolkit to players. It stands shoulder to shoulder with cards like Icy Manipulator, a classic that allows you to control the board by tapping or untapping a single permanent. Although the Manipulator has greater control over any target permanent, Fifty Feet of Rope specializes in creatures, offering not only tapping but also the potential for creature removal via its dungeon-venturing ability.
Compared to other adventuring cards, such as Shortcut Seeker, Fifty Feet of Rope requires a slight mana investment to begin a dungeon exploration. However, where Shortcut Seeker necessitates combat, Fifty Feet of Rope enables a venture into the dungeon for a nominal fee, regardless of the combat state. Lastly, we see parallels with the enchantment Web, which solely focuses on tapping down creatures with a lesser mana cost but lacks the Rope’s dungeon interaction that can lead to longer-term strategic advantages.
When weighed up for functionality and value against its counterparts, Fifty Feet of Rope offers a multitool experience, blending control and adventure elements adeptly for strategic MTG gameplay scenarios.
Cards similar to Fifty Feet of Rope by color, type and mana cost
Card Pros
Card Advantage: The Fifty Feet of Rope card shines in utility by offering multiple choices through dungeon exploration, each able to grant card draw, creature incapacitation, or board control to outmaneuver your opponents.
Resource Acceleration: Venturing into the dungeon can indirectly lead to resource acceleration. Completing certain dungeon rooms provides treasure tokens or additional land plays, bolstering your mana resources for future turns.
Instant Speed: Although Fifty Feet of Rope operates at sorcery speed, the dungeons it interacts with can contain instant-speed triggers, ensuring strategic flexibility. Its diverse modes add to your arsenal of options while navigating the ever-shifting landscape of a match.
Card Cons
Discard Requirement: Players must be aware that utilizing Fifty Feet of Rope requires sacrificing another card in hand. This can put players at a strategic disadvantage if their hand is already depleted of options.
Specific Mana Cost: The card’s casting cost demands one generic and one green mana, which might not align seamlessly with all deck types. Especially in multi-color decks, the specific need for green mana can be restrictive and impedes the card’s flexibility.
Comparatively High Mana Cost: As managing resources efficiently is crucial, the three mana total for Fifty Feet of Rope could be seen as steep, especially when comparing it to other utility options available. Alternative cards at a lower cost may provide a similar level of utility without impacting the mana curve of a deck quite so heavily.
Reasons to Include Fifty Feet of Rope in Your Collection
Versatility: Fifty Feet of Rope offers a diverse range of abilities, catering to nearly any situation the game presents. Whether you need to venture into the dungeon, untap a creature, or tie up an attacker, this card can adapt to your strategic needs on the fly.
Combo Potential: The card’s dungeon-venturing ability can seamlessly integrate into decks that capitalize on dungeon mechanics. This can potentially unlock powerful synergies and enhance your overall gameplay with each delve into the depths.
Meta-Relevance: Given its flexibility and utility in various scenarios, Fifty Feet of Rope maintains its relevance across different metagames. It can serve as a valuable tool in your arsenal, especially in environments where adaptability can be the key to outmaneuvering opponents.
How to beat
Fifty Feet of Rope presents a unique utility in MTG, offering versatility through its various modes. This card can serve as an equipment, a way to tap unwanted creatures, or as a means of escape, all wrapped up in one package. Diversified options make it a card to play cautiously around. However, savvy opponents know that the sack and draw effect it can enact come with a price, surrendering a creature as cost.
Counterplay is key when facing Fifty Feet of Rope. Efficiently managing resources can help in overcoming the card’s benefits. Swift removal spells can neutralize the creature it equips, disrupting your opponent’s strategy. Maintaining control of the board and keeping pressure with your creatures ensures that your opponent will have less opportunity to leverage the Rope’s tapping ability effectively. Be proactive in your game plan, and don’t let them take the advantage of safety that this card could potentially give in a prolonged game.
Understanding its inherent flexibility can also turn the tables; knowing when and how your opponent might use this card is crucial. This way, you can strategize around it, prioritizing threats, and optimizing your plays to maintain the upper hand throughout the match.
Where to buy
If you're looking to purchase Fifty Feet of Rope MTG card by a specific set like The List and Adventures in the Forgotten Realms, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Fifty Feet of Rope and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
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Printings
The Fifty Feet of Rope Magic the Gathering card was released in 2 different sets between 2021-07-23 and 2021-07-23. Illustrated by Andrew Mar.
# | Released | Name | Code | Symbol | Number | Frame | Layout | Border | Artist |
---|---|---|---|---|---|---|---|---|---|
1 | The List | PLST | AFR-244 | 2015 | Normal | Black | Andrew Mar | ||
2 | 2021-07-23 | Adventures in the Forgotten Realms | AFR | 244 | 2015 | Normal | Black | Andrew Mar |
Legalities
Magic the Gathering formats where Fifty Feet of Rope has restrictions
Format | Legality |
---|---|
Historicbrawl | Legal |
Commander | Legal |
Historic | Legal |
Legacy | Legal |
Modern | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Explorer | Legal |
Gladiator | Legal |
Pioneer | Legal |
Timeless | Legal |
Rules and information
The reference guide for Magic: The Gathering Fifty Feet of Rope card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2021-07-23 | A player may only have one dungeon in the command zone at a time. |
2021-07-23 | Activating the Climb Over ability after a Wall has blocked won't change or undo that block. |
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. |
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 | 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 | 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 | 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 | 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 | 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 | You can only move forward (well, downward) in a dungeon, never backwards or sideways. |