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Immovable Rod

afcForgotten Realms Commander#7rare
{W}
Market price · TCGplayer
updated 2026-06-21
Nonfoil$0.43
Low $0.16Mid $0.49Buylist
All finishes · 30d
updated 22h ago
Nonfoil$0.43 +10.3%

All Printings

2 printings across 1 sets
Printings
2 total
Forgotten Realms Commander#276
2021 · Jakub Kasper
$0.52
Forgotten Realms Commander#7
2021 · Jakub Kasper
$0.43
Card details
Artist
Jakub Kasper
Frame
2015
Language
EN
Border
black
Security stamp
oval
Format legality
AlchemyNot legal
BrawlNot legal
CommanderLegal
DuelLegal
Future StandardNot legal
GladiatorNot legal
HistoricNot legal
LegacyLegal
ModernNot legal
OathbreakerLegal
Old SchoolNot legal
PauperNot legal
Pauper CommanderNot legal
PennyNot legal
PioneerNot legal
PreDHNot legal
PremodernNot legal
StandardNot legal
Standard BrawlNot legal
TimelessNot legal
Tiny LeadersLegal
VintageLegal
Oracle text

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.

Abilities
StaticYou may choose not to untap this artifact during your untap step.
TriggeredWhenever this artifact becomes untapped, venture into the dungeon.
Activated{3}{W}, {T}: For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.
Flavor & art
Illustrated by
Jakub Kasper
Rulings
  • WotCJul 23, 2021

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

  • WotCJul 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.

  • WotCJul 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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 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.

  • WotCJul 23, 2021

    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.

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

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

  • WotCJul 23, 2021

    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.

  • WotCJul 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.

  • WotCJul 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.

  • WotCJul 23, 2021

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