Immovable Rod
~$0.37 low · ~$0.64 high
White. Artifact

Forgotten Realms Commander #7 · Illustrated by Jakub Kasper
What is Immovable Rod worth?
Highest TCGplayer price
~$0.64
Extended Art non-foil · Forgotten Realms Commander #276
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TCGplayer market prices in USD, updated October 14, 2026. Each price is for one printing and one finish.
Oracle text
You may choose not to untap this artifact during your untap step.
Whenever this artifact becomes untapped, venture into the dungeon.
,
: For as long as this artifact remains tapped, another target permanent loses all abilities and can't attack or block.
Format legality
All 2 printings of Immovable Rod
| Printing | Rarity | Non-foil | Cardmarket (EUR) | My collection |
|---|---|---|---|---|
Forgotten Realms Commander afc #7· 2021rare· Cardmarket €0.37 | rare | $0.37 | €0.37 | |
Forgotten Realms Commander afc #276· 2021Extended Artrare· Cardmarket €0.45 | rare | $0.64 | €0.45 |
Prices are TCGplayer market prices in USD for each printing and finish, via Scryfall. They are a guide, not an appraisal.
Where to buy Immovable Rod
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Card details
- First printed
- 2021
- Printings
- 2
- Mana value
- 1
- EDHREC rank
- #13,166 on EDHREC (Commander popularity)
- Keywords
- Venture into the dungeon
- Artist
- Jakub Kasper
What the codes mean
The small print at the bottom of the Forgotten Realms Commander card (#7).
007 · AFC · R · EN
- 007Collector number: this card's place in the set list. Main-set cards print it over the set's card count.
- AFCSet code for Forgotten Realms Commander
- RRare
- ENPrinted in English
How to read a Magic card: every part and code, on real cards.
Rulings (13)
2021-07-23
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.
2021-07-23
Moving into a dungeon room will cause its room ability to trigger.
2021-07-23
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.
2021-07-23
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.
2021-07-23
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.
2021-07-23
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.
2021-07-23
A player may only have one dungeon in the command zone at a time.
2021-07-23
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.
2021-07-23
Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
2021-07-23
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.
2021-07-23
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.
2021-07-23
You can only move forward (well, downward) in a dungeon, never backwards or sideways.
2021-07-23
Dungeons are removed from the game as a state-based action.
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