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Fifty Feet of Rope

2 éditions recensées dans notre catalogue, des plus récentes aux plus anciennes.

Fifty Feet of Rope, édition The List
The List PLST · N° AFR-244 2022-06-10

Texte de la carte

{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.)
Rang EDHREC #16193 Uncommon Pas sur la Reserved List
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Les 2 éditions

Toutes, avec leurs prix ↓

Standard ∅ Pas légale
Pioneer ✓ Légale
Modern ✓ Légale
Legacy ✓ Légale
Vintage ✓ Légale
Pauper ∅ Pas légale
Commander ✓ Légale
Oathbreaker ✓ Légale
Brawl ✓ Légale
Historic ✓ Légale
Timeless ✓ Légale
Alchemy ∅ Pas légale
Explorer ∅ Pas légale
Gladiator ✓ Légale
Penny ∅ Pas légale
Duel ✓ Légale

Précisions officielles

12 précisions · en anglais, source Scryfall

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

2021-07-23 · Wizards of the Coast

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

2021-07-23 · 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.

2021-07-23 · 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.

2021-07-23 · 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.

2021-07-23 · 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.

2021-07-23 · Wizards of the Coast

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

2021-07-23 · 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.

2021-07-23 · 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.

2021-07-23 · 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.

2021-07-23 · Wizards of the Coast

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

2021-07-23 · Wizards of the Coast

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

2021-07-23 · Wizards of the Coast

Toutes les éditions

Fifty Feet of Rope, édition Adventures in the Forgotten Realms
Adventures in the Forgotten Realms
AFR · #244
Uncommon
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