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Immovable Rod

Immovable Rod

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Forgotten Realms Commander

#276 · EN · Rare · 2021-07-23

Extended art

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Immovable Rod

{W}

Artifact

You may choose not to untap this artifact during your untap step. Whenever this artifact becomes untapped, venture into the dungeon. {3}{W}, {T}: For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.

Artist: Jakub Kasper

Color identity: W

Related cards: Dungeon of the Mad Mage Lost Mine of Phandelver Tomb of Annihilation Immovable Rod

Reference prices

Reference prices by finish and currency
FinishUSDEUR
Nonfoil$0.63€0.37

MTGO: 0.20 tix

Data snapshot 2026-10-22. Not live offers.

Use in a combo · Use in a deck

Editions & versions

2 printings across 1 edition. Choose a printing to view its artwork and details.

Reference prices · Data snapshot 2026-10-22. Prices vary by seller and condition; — means no quote.

Combos using this card

No combos yet.

Format legality
Standardnot legal
Futurenot legal
Historicnot legal
Timelessnot legal
Gladiatornot legal
Pioneernot legal
Modernnot legal
Legacylegal
Paupernot legal
Vintagelegal
Pennynot legal
Commanderlegal
Oathbreakerlegal
Standardbrawlnot legal
Brawlnot legal
Competitivebrawlnot legal
Alchemynot legal
Paupercommandernot legal
Duellegal
Oldschoolnot legal
Premodernnot legal
Predhnot legal
Tlrlegal
Rulings

2021-07-23 A player may only have one dungeon in the command zone at a time.

2021-07-23 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.

2021-07-23 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.

2021-07-23 Dungeons are removed from the game as a state-based action.

2021-07-23 If a creature has a characteristic-defining ability that sets its power and/or toughness loses that ability, the power and/or toughness (as appropriate) become 0.

2021-07-23 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.

2021-07-23 If you target an Aura with Immovable Rod's last ability, it will lose its enchant ability and be put into its owner's graveyard because it can't legally enchant anything. An Equipment that loses its abilities loses its equip ability, so you won't be able to move it that way, but it will stay attached to the creature it's equipping, if any.

2021-07-23 Moving into a dungeon room will cause its room ability to trigger.

2021-07-23 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.

2021-07-23 Some abilities still work even if they have been removed. Specifically, static abilities that change an object's types or change an object's colors will still apply even if those abilities are lost.

2021-07-23 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.

2021-07-23 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.

2021-07-23 You can only move forward (well, downward) in a dungeon, never backwards or sideways.

Current Oracle text is shown for every printing.