Fifty Feet of Rope
The joke lands before the mechanics do: this is literally rope, and its three abilities are the three things you actually do with rope in a dungeon. Climb Over shuts off a single Wall for the turn, which is exactly as narrow as it sounds, a top-down flavor mode dressed up as an activation, live only against a defender holding your creatures back. Tie Up is the more repeatable combat mode, a soft lock that stops a creature from untapping the next time its controller would. Note the wording: it does not tap the target, so you point it at something already tapped from attacking to keep it sidelined for a turn. Rappel Down is where the design's actual payoff lives. It staples a sorcery-speed venture into the dungeon to a permanent that never has to leave the battlefield, which is the structural distinction that matters. Creatures and instants that venture do it once and move on; the rope keeps producing, activating turn after turn to walk deeper into a dungeon from a colorless artifact that fits any deck. The cost curve states the designers' intent plainly: the combat modes are cheap and situational, the venture expensive and speed-limited, because repeatable dungeon progression is the payoff they wanted to meter. It is a flavor piece first and a slow value engine second, and a clean demonstration that venture rewards permanence over a single flashy trigger.

