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.
Related cards: Break Expectations Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation
Details
  • Artist: Andrew Mar
  • Collector Number: AFR-244
  • Available only as nonfoil
  • Rarity: uncommon (CLB DMU BRO ONE)
  • Released: 2022-06-10
  • Set: The List
Legalities
Rulings
  • 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.
Printings

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Foreign names
  • 五十英尺长绳
  • 五十英尺長繩
  • Fünfzehn Meter Seil
  • Quinze mètres de corde
  • Quindici Metri di Corda
  • 50フィートのロープ
  • 오십 피트 길이의 로프
  • Quinze Metros de Corda
  • Пятьдесят Футов Веревки
  • Cincuenta pies de cuerda