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"Find me cards equivalent to: Fifty Feet of Rope"

Equivalent cards to Fifty Feet of Rope (Artifact, colorless, utility tap abilities):
1. Icy Manipulator

  • {1}, {T}: Tap target artifact, creature, or land.
  • Similar: Taps things down.
    2. Tumble Magnet
  • Tap to use counters to tap creatures/artifacts.
  • Similar: Disables blockers/attackers.
    3. Rod of Absorption
  • Unique tap ability; interacts with spells.
  • Similar: Colorless artifact with repeatable utility.
    4. Triplicate Staff
  • {T}: Create multiple tokens (utility activations).
  • Similarity: Many tap abilities, colorless.

Each card is a colorless artifact with a variety of tap-based utility effects, matching the spirit of Fifty Feet of Rope. None have the venture mechanic, but all provide tactical versatility.

Found Cards

4 Results

Fifty Feet of Rope

Icy Manipulator

Rod of Absorption

Tumble Magnet

Fifty Feet of Rope #244 Artifact

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 1
Power/Toughness: /
Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • Activating the Climb Over ability after a Wall has blocked won't change or undo that block.
  • 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.
  • 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.
  • Dungeons are removed from the game as a state-based action.
  • 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.
  • Moving into a dungeon room will cause its room ability to trigger.
  • 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.
  • 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.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Cardmarket 0.1 EUR / 0.21 EUR
    Tcgplayer / 0.25 USD 0.16 USD
    Cardkingdom / 0.49 USD 0.35 USD
    Manapool / 0.23 USD 0.15 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    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.)

    Icy Manipulator #6 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 4
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once a player announces that they're casting a spell or activating an ability, no player may take other actions until the spell or ability has been paid for. Notably, other players can't try to tap that player's permanents to stop them from paying {T} or to stop them from producing enough mana.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : Tap target artifact, creature, or land.

    Rod of Absorption #288 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Each Rod of Absorption tracks the cards it has exiled separately. If Rod of Absorption is destroyed and then later brought back to the battlefield, it will not be able to access any of the cards that it had exiled before.
  • If a spell is countered or it never resolves, Rod of Absorption will not exile it.
  • If multiple Rods of Absorption are on the battlefield at the same time, any player casting an instant or sorcery spell will cause all of them to trigger. As the spell resolves, its controller will choose which of the Rods gets to exile it.
  • If the card has {X} in its mana cost, you must choose 0 as the value of X when casting it without paying its mana cost.
  • If you cast a spell “without paying its mana cost,” you can't choose to cast it for any alternative costs. You can, however, pay additional costs. If the card has any mandatory additional costs, you must pay those to cast the spell.
  • When Rod of Absorption's last ability resolves, you cast as many spells with total mana value X or less from among the exiled cards as you would like in any order you choose. Cards not cast this way will remain in exile indefinitely.
  • Prices

    Seller Price
    Tcgplayer 0.7 USD
    Cardmarket / 1 EUR 0.69 EUR
    Cardkingdom 0.99 USD
    Manapool 0.59 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Whenever a player casts an instant or sorcery spell, exile it instead of putting it into a graveyard as it resolves. , ,Sacrificethis artifact: You may cast any number of spells from among cards exiled with this artifact with total mana value X or less without paying their mana costs.

    Tumble Magnet #233 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once Tumble Magnet has run out of charge counters, it remains on the battlefield.
  • Prices

    Seller Price
    Tcgplayer 0.06 USD / 0.25 USD
    Cardkingdom 0.35 USD / 0.49 USD
    Manapool / 0.21 USD 0.15 USD
    Cardmarket / 0.09 EUR 0.1 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters with three charge counters on it. , Remove a chargecounterfrom this artifact: Tap target artifact or creature.