오십 피트 길이의 로프 
Fifty Feet of Rope
마법물체
Stampata (KO)
마법물체
넘어가기 — : 벽을 목표로 정한다. 그 생물은 이 턴에 방어할 수 없다.
묶기 —
,
: 생물을 목표로 정한다. 그 생물은 조종자의 다음 언탭단에 언탭되지 않는다.
타고 내려가기 —
,
: 던전에 진입한다. 집중마법 시기에만 활성화할 수 있다. (첫 번째 방에 들어가거나 다음 방으로 전진한다.)
Testo oracle (EN)
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.)
Dettagli della stampa
- Set
- AFR · 244
- Rarità
- Non comune
- Lingua
- KO
- Artista
- Andrew Mar
- Uscita
- 2021-07-23
- Prezzi
- – · –
Andamento del prezzo
La tendenza compare con almeno 7 giorni di storico.
- Cardmarket, trend
Lo storico parte dal 28 ottobre 2026 e si allunga ogni giorno.
Mostra i dati
| Data | Cardmarket, trend |
|---|---|
| 1 novembre 2026 | 0,12 € |
| 29 ottobre 2026 | 0,10 € |
| 28 ottobre 2026 | 0,11 € |
Prezzi
| Fonte | Normale | Foil |
|---|---|---|
| Cardmarket | minimo – trend 0,12 € media 30 gg 0,10 € | minimo – trend 0,27 € media 30 gg 0,23 € |
| CardTrader (KO) | Nessuna offerta | |
| CardTrader (tutte le lingue) | NM da 0,11 € | NM da 0,13 € |
Cardmarket aggiornato il 2 nov 2026 · CardTrader aggiornato il 2 nov 2026
Compra e consulta
Legalità
- standard Non legale
- pioneer Legale
- modern Legale
- legacy Legale
- vintage Legale
- commander Legale
- pauper Non legale
- alchemy Non legale
- brawl Legale
- competitivebrawl Legale
- duel Legale
- future Non legale
- gladiator Legale
- historic Legale
- oathbreaker Legale
- oldschool Non legale
- paupercommander Non legale
- penny Non legale
- predh Non legale
- premodern Non legale
- standardbrawl Non legale
- timeless Legale
- tlr Legale
Ruling
-
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.