Immovable Rod
Other Variations:
Community Rating:
0.51.01.52.02.53.03.54.04.55.0
Community Rating: 5 / 5  (0 votes)
Card Name:
Immovable Rod
Mana Cost:
White
Converted Mana Cost:
1
Types:
Artifact
Card Text:
You may choose not to untap Immovable Rod during your untap step.
Whenever Immovable Rod becomes untapped, venture into the dungeon.
3White, Tap: For as long as Immovable Rod remains tapped, another target permanent loses all abilities and can't attack or block.
Rarity:
Rare
Card Number:
276
Artist:
Rulings
7/23/2021 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.
7/23/2021 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.
7/23/2021 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.
7/23/2021 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.
7/23/2021 Moving into a dungeon room will cause its room ability to trigger.
7/23/2021 Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
7/23/2021 A player may only have one dungeon in the command zone at a time.
7/23/2021 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.
7/23/2021 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.
7/23/2021 You can only move forward (well, downward) in a dungeon, never backwards or sideways.
7/23/2021 Dungeons are removed from the game as a state-based action.
7/23/2021 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.
7/23/2021 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.

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