五十英尺长绳 
Fifty Feet of Rope
神器
Stampata (ZHS)
神器
攀越~:目标墙本回合不能进行阻挡。
捆绑~
,
:目标生物于其操控者的下一个重置步骤中不能重置。
降下~
,
:深入地城。只能于法术时机起动。(进入第一个房间,或前进至下一个房间。)
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
- ZHS
- 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 (ZHS) | 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.