Quinze Metros de Corda Carta MTG


ExpansõesLançada em 2 expansõesVer todas
Custo de mana
Custo convertido de mana1
RaridadeIncomum
TipoArtefato
Habilidades Venture into the dungeon

Principais conclusões

  1. Provides multiple effects from dungeons, including card draw and creature control, adaptable to diverse situations.
  2. Dungeon venturing leads to resource boosts like treasure tokens, thus expediting your mana economy.
  3. While not instant-speed itself, it can trigger instant speed effects within dungeons, offering tactical depth.

Texto da carta

Escalar — {T}: A Barreira alvo não pode bloquear neste turno. Amarrar — {3}, {T}: A criatura alvo não é desvirada durante a próxima etapa de desvirar de seu controlador. Descer de rapel — {4}, {T}: Aventure-se na masmorra. Ative somente como um feitiço. (Entre na primeira sala ou prossiga para a próxima.)


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.


Cartas similares a Quinze Metros de Corda

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.

Icy Manipulator - Carta Magic versões
Shortcut Seeker - Carta Magic versões
Web - Carta Magic versões
Icy Manipulator - Carta Magic versões
Shortcut Seeker - Carta Magic versões
Web - Carta Magic versões

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Onde comprar

Se você deseja comprar um cartão Fifty Feet of Rope MTG de um conjunto específico como The List and Adventures in the Forgotten Realms, há diversas opções confiáveis a serem consideradas. Uma das principais fontes é a loja de jogos local, onde muitas vezes você pode encontrar boosters, cartas individuais e decks pré-construídos de conjuntos atuais e de alguns conjuntos anteriores. Eles geralmente oferecem o benefício adicional de uma comunidade onde você pode negociar com outros jogadores.

Para um inventário mais amplo, especialmente de conjuntos mais antigos, mercados on-line como TCGPlayer, Card Kingdom e Card Market oferecem seleções extensas e permitem que você pesquise cartas de conjuntos específicos. Grandes plataformas de comércio eletrônico, como eBay e Amazon, também têm listagens de vários vendedores, o que pode ser um bom lugar para procurar produtos lacrados e achados raros.

Além disso, o site oficial do Magic geralmente tem um localizador de lojas e listas de varejistas para encontrar a Wizards of the Produtos licenciados pela Costa. Lembre-se de verificar a autenticidade e a condição dos cartões ao comprar, especialmente de vendedores individuais em mercados maiores.

Abaixo está uma lista de alguns sites de lojas onde você pode comprar os Fifty Feet of Rope e outras cartas MTG:

Continue explorando outros produtos selados na Amazon
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Expansões lançadas

A carta Fifty Feet of Rope Magic the Gathering foi lançada em 2 expansões diferentes entre 2021-07-23 e 2021-07-23. Ilustrado por Andrew Mar.

#LançamentoNomeCódigoSímboloNúmeroMolduraLayoutBordaArtista
12020-09-26The ListPLST AFR-2442015NormalPretaAndrew Mar
22021-07-23Adventures in the Forgotten RealmsAFR 2442015NormalPretaAndrew Mar

Legalidades

Magic the Gathering formats where Quinze Metros de Corda has restrictions

FormatoLegalidade
HistoricbrawlVálida
CommanderVálida
HistoricVálida
LegacyVálida
ModernVálida
OathbreakerVálida
VintageVálida
DuelVálida
ExplorerVálida
GladiatorVálida
PioneerVálida
TimelessVálida

Regras e informações

O guia de referência para regras de cartas de Magic: The Gathering Quinze Metros de Corda fornece decisões oficiais, quaisquer erratas emitidas, bem como um registro de todas as modificações funcionais que ocorreram.

Data Texto
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.