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Fifty Feet of Rope

Fifty Feet of Rope

Artifact

Deutsch: Fünfzehn Meter Seil

Einschätzung

Commander-Rang
#16.137 von rund 30.000
Sieht man selten, obere 54 %
Preis
0,09 €
Cardmarket
Seltenheit
Ungewöhnlich
AFR 244

Regeltext

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.)

Formate

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günstigster 0,09 € AFR 2021
teuerster 0,14 € PLST 2022

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Gedruckt zwischen 2021 und 2022, in 2 Ausgaben.

Offizielle Rulings 12

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

  2. 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.

  3. 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.

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

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

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

  7. 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.

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

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

  11. 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.

  12. 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.

Zur Karte

Illustration
Andrew Mar
Set
Adventures in the Forgotten Realms (AFR)
Erschienen
23.07.2021
Nachschlagen
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Alle Drucke 2

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  • The List PLST 2022 0,14 €
  • Adventures in the Forgotten Realms hier AFR 2021 0,09 €