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Fifty Feet of Rope PLST

Other printings of "Fifty Feet of Rope": PLST #AFR-244 AFR #244

Card

id73499
artistAndrew Mar
artistIdsadad79bf-cd52-456a-b170-740ed8bff0fc
asciiName
attractionLights
availabilitypaper
boosterTypesdefault
borderColorblack
colorIdentity
colorIndicator
colors
defense
duelDeck
edhrecRank14779
edhrecSaltiness0.36
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffects
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint1
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsVenture into the dungeon
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{1}
manaValue1
nameFifty Feet of Rope
numberAFR-244
originalPrintings
originalReleaseDate2022-06-10
originalText
otherFaceIds
power
printingsAFR, PLST
promoTypes
rarityuncommon
rebalancedPrintings
relatedCards
securityStamp
setCodePLST
side
signature
sourceProducts{'nonfoil': ['0db8ec71-b700-5355-913d-285f11687911', '104d4709-8535-5fdd-8dda-51b069cc4c0a', 'd41e5021-de07-569d-b133-c7e058c2f31b', 'f5f30fc8-0b27-5c44-b9b1-43250ae3ebf1']}
subsets
subtypes
supertypes
textClimb 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.)
toughness
typeArtifact
typesArtifact
uuid169e54e9-ccd8-5861-a66c-607f48cbf03b
variations
watermark
setNameThe List

Identifiers

id73499
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId262500
cardsphereFoilId
cardsphereId89943
deckboxId66243
mcmId662666
mcmMetaId343586
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Id255b0044-2b15-51b5-bced-8c52e9073af1
mtgoFoilId
mtgoId
multiverseId
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId1d241b67-c094-429a-8f78-a13ebec6bd5d
scryfallIllustrationId518251af-e793-4a20-a1ee-ec22c871caf9
scryfallOracleId66aa6905-86f9-4800-988d-ffebafd4a9dc
tcgplayerEtchedProductId
tcgplayerProductId275143
uuid169e54e9-ccd8-5861-a66c-607f48cbf03b

Legalities

id73499
alchemy
brawlLegal
commanderLegal
duelLegal
future
gladiatorLegal
historicLegal
legacyLegal
modernLegal
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneerLegal
predh
premodern
standard
standardbrawl
timelessLegal
uuid169e54e9-ccd8-5861-a66c-607f48cbf03b
vintageLegal

Purchase URLs

id73499
cardKingdomhttps://mtgjson.com/links/2d0bafd137325a5f
cardKingdomEtched
cardKingdomFoil
cardmarkethttps://mtgjson.com/links/7cc7141490180f34
tcgplayerhttps://mtgjson.com/links/fa9a469435716c4e
tcgplayerEtched
uuid169e54e9-ccd8-5861-a66c-607f48cbf03b

Foreign Data (per language)

No foreign data.

Rulings

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

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