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Fifty Feet of Rope

~$0.11 low · ~$0.29 high

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Colorless. Artifact

one generic mana

244 · AFR · U · ENWhat the codes mean

Fifty Feet of Rope

Adventures in the Forgotten Realms #244 · Illustrated by Andrew Mar

What is Fifty Feet of Rope worth?

Cheapest copy

~$0.11

Non-foil · The List #AFR-244

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Highest TCGplayer price

~$0.29

Foil · Adventures in the Forgotten Realms #244

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3 prices from $0.11 to $0.29. Every price is in the printings table below.

TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.

Oracle text

Climb Over — tap this permanent: Target Wall can't block this turn.

Tie Up — three generic mana, tap this permanent: Target creature doesn't untap during its controller's next untap step.

Rappel Down — four generic mana, tap this permanent: Venture into the dungeon. Activate only as a sorcery. (Enter the first room or advance to the next room.)

All 2 printings of Fifty Feet of Rope

PrintingRarityNon-foilFoilCardmarket (EUR)My collection
The List #AFR-244
The List
plst #AFR-244· 2022uncommon· Cardmarket €0.14
uncommon$0.11No foil printing€0.14

Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.

Where to buy Fifty Feet of Rope

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Card details

First printed
2021
Printings
2
Mana value
1
EDHREC rank
#16,132 on EDHREC (Commander popularity)
Keywords
Venture into the dungeon
Artist
Andrew Mar

What the codes mean

The small print at the bottom of the Adventures in the Forgotten Realms card (#244).

244 · AFR · U · EN

  • 244Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
  • AFRSet code for Adventures in the Forgotten Realms
  • UUncommon
  • ENPrinted in English

How to read a Magic card: every part and code, on real cards.

Rulings (12)

  1. July 23, 2021

    You can only move forward (well, downward) in a dungeon, never backwards or sideways.

  2. July 23, 2021

    Moving into a dungeon room will cause its room ability to trigger.

  3. July 23, 2021

    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.

  4. July 23, 2021

    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.

  5. July 23, 2021

    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.

  6. July 23, 2021

    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.

  7. July 23, 2021

    Activating the Climb Over ability after a Wall has blocked won't change or undo that block.

  8. July 23, 2021

    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.

  9. July 23, 2021

    Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

  10. July 23, 2021

    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.

  11. July 23, 2021

    Dungeons are removed from the game as a state-based action.

  12. July 23, 2021

    A player may only have one dungeon in the command zone at a time.

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