
Printings
Immovable Rod
Card Information
Type: Artifact
Mana Cost:
CMC: 1
Part of the Reserved List: No
Color Identity:
Set: Forgotten Realms Commander (AFC)
Rarity: Rare
Collector Number: 7
Oracle Text
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.
Keywords
Format Legalities
Related Cards
Card Rulings
- July 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.
Source: wotc - July 23, 2021
Moving into a dungeon room will cause its room ability to trigger.
Source: wotc - July 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.
Source: wotc - July 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.
Source: wotc - July 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.
Source: wotc - July 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.
Source: wotc - July 23, 2021
A player may only have one dungeon in the command zone at a time.
Source: wotc - July 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.
Source: wotc - July 23, 2021
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
Source: wotc - July 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.
Source: wotc - July 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.
Source: wotc - July 23, 2021
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
Source: wotc - July 23, 2021
Dungeons are removed from the game as a state-based action.
Source: wotc
Price History

To study a single card is to glimpse the heart of a spell - a frozen moment of ambition, artistry, and arcane intent. Within each glyph lies a spark: a story untold, a duel turned, a destiny altered. Treat it not as mere parchment, dear seeker, but as a shard of the Multiverse itself.