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Immovable Rod AFC

Other printings of "Immovable Rod": AFC #7 AFC #276

Card

id8238
artistJakub Kasper
artistIds36901417-ce61-4636-8b77-6db14a9cb68a
asciiName
attractionLights
availabilitypaper
boosterTypes
borderColorblack
colorIdentityW
colorIndicator
colorsW
defense
duelDeck
edhrecRank11756
edhrecSaltiness0.12
faceConvertedManaCost
faceFlavorName
faceManaValue
faceName
finishesnonfoil
flavorName
flavorText
frameEffectsextendedart
frameVersion2015
hand
hasAlternativeDeckLimit
hasContentWarning
hasFoil0
hasNonFoil1
isAlternative
isFullArt
isFunny
isGameChanger
isOnlineOnly
isOversized
isPromo
isRebalanced
isReprint
isReserved
isStarter
isStorySpotlight
isTextless
isTimeshifted
keywordsVenture into the dungeon
languageEnglish
layoutnormal
leadershipSkills
life
loyalty
manaCost{W}
manaValue1
nameImmovable Rod
number276
originalPrintings
originalReleaseDate
originalTextYou may choose not to untap Immovable Rod during your untap step.
Whenever Immovable Rod becomes untapped, venture into the dungeon.
{3}{W}, {T}: For as long as Immovable Rod remains tapped, another target permanent loses all abilities and can't attack or block.
otherFaceIds
power
printingsAFC
promoTypesboosterfun
rarityrare
rebalancedPrintings
relatedCards
securityStampoval
setCodeAFC
side
signature
sourceProducts{'nonfoil': ['d5512a78-bb11-5566-a634-7c9e4fa91396']}
subsets
subtypes
supertypes
textYou 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.
toughness
typeArtifact
typesArtifact
uuidf11a6235-16c4-536d-a304-3f838cf2a6d7
variationscb4852ad-b03c-5b03-9847-0712e2e33329
watermark
setNameForgotten Realms Commander

Identifiers

id8238
cardKingdomEtchedId
cardKingdomFoilId
cardKingdomId249330
cardsphereFoilId
cardsphereId80219
deckboxId59062
mcmId572629
mcmMetaId
mtgArenaId
mtgjsonFoilVersionId
mtgjsonNonFoilVersionId
mtgjsonV4Idadaf656d-77cc-598d-be4d-af05932a036d
mtgoFoilId
mtgoId
multiverseId531496
scryfallCardBackId0aeebaf5-8c7d-4636-9e82-8c27447861f7
scryfallId4f93e1d3-2bcc-439b-9f8f-0e977f311b4e
scryfallIllustrationIdc4d3f5cd-11a1-4c4c-97cf-59cec8aa118e
scryfallOracleIdec664e13-b7c4-4ca3-80d6-55a564d97937
tcgplayerEtchedProductId
tcgplayerProductId244210
uuidf11a6235-16c4-536d-a304-3f838cf2a6d7

Legalities

id8238
alchemy
brawl
commanderLegal
duelLegal
future
gladiator
historic
legacyLegal
modern
oathbreakerLegal
oldschool
pauper
paupercommander
penny
pioneer
predh
premodern
standard
standardbrawl
timeless
uuidf11a6235-16c4-536d-a304-3f838cf2a6d7
vintageLegal

Purchase URLs

id8238
cardKingdomhttps://mtgjson.com/links/7617ece0321c97e0
cardKingdomEtched
cardKingdomFoil
cardmarket
tcgplayerhttps://mtgjson.com/links/4aaf585603d4458f
tcgplayerEtched
uuidf11a6235-16c4-536d-a304-3f838cf2a6d7

Foreign Data (per language)

languagenamefaceNameflavorTexttypetextmultiverseId
FrenchSceptre inamovibleArtefactVous pouvez choisir de ne pas dégager le Sceptre inamovible pendant votre étape de dégagement.
À chaque fois que le Sceptre inamovible devient dégagé, aventurez-vous dans le donjon.
{3}{W}, {T} : Tant que le Sceptre inamovible reste engagé, un autre permanent ciblé perd toutes ses capacités et ne peut ni attaquer ni bloquer.
531664
GermanUnbewegliches ZepterArtefaktDu kannst bestimmen, das Unbewegliche Zepter während deines Enttappsegments nicht zu enttappen.
Immer wenn das Unbewegliche Zepter enttappt wird, wage dich ins Gewölbe.
{3}{W}, {T}: Solange das Unbewegliche Zepter getappt bleibt, verliert eine andere bleibende Karte deiner Wahl alle Fähigkeiten und kann nicht angreifen oder blocken.
531552
ItalianVerga InamovibileArtefattoPuoi scegliere di non STAPpare la Verga Inamovibile durante il tuo STAP.
Ogniqualvolta la Verga Inamovibile viene STAPpata, esplora il dungeon.
{3}{W}, {T}: Fintanto che la Verga Inamovibile rimane TAPpata, un altro permanente bersaglio perde tutte le abilità e non può attaccare o bloccare.
531720
Japaneseイムーヴァブル・ロッドアーティファクトあなたは、あなたのアンタップ・ステップにイムーヴァブル・ロッドをアンタップしないことを選んでもよい。
イムーヴァブル・ロッドがアンタップ状態になるたび、ダンジョン探索をする。
{3}{W}, {T}:これ以外のパーマネント1つを対象とする。イムーヴァブル・ロッドがタップ状態であり続けているかぎり、それはすべての能力を失い、それでは攻撃もブロックもできない。
531776
SpanishVara inamovibleArtefactoPuedes elegir no enderezar la Vara inamovible durante tu paso de enderezar.
Siempre que la Vara inamovible se enderece, adéntrate en la mazmorra.
{3}{W}, {T}: Mientras la Vara inamovible permanezca girada, otro permanente objetivo pierde todas las habilidades y no puede atacar ni bloquear.
531608

Rulings

datetext
2021-07-23A player may only have one dungeon in the command zone at a time.
2021-07-23Choosing 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.
2021-07-23Dungeon 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.
2021-07-23Dungeons are removed from the game as a state-based action.
2021-07-23If 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.
2021-07-23If 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.
2021-07-23If 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.
2021-07-23Moving into a dungeon room will cause its room ability to trigger.
2021-07-23Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23Some 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.
2021-07-23The player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
2021-07-23To 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.
2021-07-23You can only move forward (well, downward) in a dungeon, never backwards or sideways.

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