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Fifty Feet of Rope image 1 Fifty Feet of Rope image 2
Adventures in the Forgotten Realms (AFR | #244 | 2021-07-23)
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Fifty Feet of Rope

1
Artifact
Artist: Andrew Mar

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.)

$0.06 cheapest print

Prices

Set # Treatment Finish Price (USD)
Adventures in the Forgotten Realms 244 Regular Nonfoil $0.06
Adventures in the Forgotten Realms 244 Regular Foil $0.22
The List AFR-244 Regular Nonfoil $0.09

Price History

View eBay Sold Listings See real sold prices for Fifty Feet of Rope

Rulings

2021-07-23 wotc
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23 wotc
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 wotc
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 wotc
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 wotc
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23 wotc
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23 wotc
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 wotc
Dungeons are removed from the game as a state-based action.
2021-07-23 wotc
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 wotc
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 wotc
Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
2021-07-23 wotc
A player may only have one dungeon in the command zone at a time.

Format Legality

Standard Not Legal
Future Not Legal
Historic Legal
Timeless Legal
Gladiator Legal
Pioneer Legal
Modern Legal
Legacy Legal
Pauper Not Legal
Vintage Legal
Penny Not Legal
Commander Legal
Oathbreaker Legal
Standardbrawl Not Legal
Brawl Legal
Alchemy Not Legal
Paupercommander Not Legal
Duel Legal
Oldschool Not Legal
Premodern Not Legal
Predh Not Legal