Fifty Feet of Rope

Artifact

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.)
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standard future historic gladiator pioneer explorer modern legacy pauper vintage penny commander brawl alchemy paupercommander duel oldschool premodern
Rulings

You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.
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.
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.
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.
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.
Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
Dungeons are removed from the game as a state-based action.
A player may only have one dungeon in the command zone at a time.
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Moving into a dungeon room will cause its room ability to trigger.
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.
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.
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.
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.
Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
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.
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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.
Dungeons are removed from the game as a state-based action.
A player may only have one dungeon in the command zone at a time.
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Value
0.11€


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