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Fifty Feet of Rope

2 printings listed in our catalog, from newest to oldest.

Fifty Feet of Rope, The List printing
The List PLST · No. AFR-244 2022-06-10

Card text

{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.)
EDHREC rank #16193 Uncommon Not on the Reserved List
Seen in store
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The 2 printings

All, with their prices ↓

Standard ∅ Not legal
Pioneer ✓ Legal
Modern ✓ Legal
Legacy ✓ Legal
Vintage ✓ Legal
Pauper ∅ Not legal
Commander ✓ Legal
Oathbreaker ✓ Legal
Brawl ✓ Legal
Historic ✓ Legal
Timeless ✓ Legal
Alchemy ∅ Not legal
Explorer ∅ Not legal
Gladiator ✓ Legal
Penny ∅ Not legal
Duel ✓ Legal

Official rulings

12 rulings · in English, 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

All printings

Fifty Feet of Rope, Adventures in the Forgotten Realms printing
Adventures in the Forgotten Realms
AFR · #244
Uncommon
Tapt's Canadian calculation. How to read these prices
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