Immovable Rod

Immovable Rod

Artifact

Text

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

#12,664 EDHREC 🖌 Jakub Kasper

Market prices

updated on 06/19/2026
from €0.38
Source Normal Foil
Card Kingdom $0.69
Cardmarket €0.38
TCGplayer $0.52

Trend · last 90 days · EUR

€0.38
min €0.33 max €0.46

Rulings (13)

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.

07/23/2021

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

07/23/2021

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.

07/23/2021

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.

07/23/2021

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.

07/23/2021

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.

07/23/2021

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

07/23/2021

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.

07/23/2021

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

07/23/2021

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.

07/23/2021

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.

07/23/2021

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

07/23/2021

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

07/23/2021

Legality by format

Brawl Not legal
Commander Legal
Duel Commander Legal
Legacy Legal
Modern Not legal
Oathbreaker Legal
Old School Not legal
Pauper Not legal
Pioneer Not legal
Premodern Not legal
Standard Not legal
Vintage Legal
Block Constructed Not legal
Extended Not legal
Frontier Not legal
Tiny Leaders Not legal