Immovable Rod
Tracked across real Commander games played through TurnZero HQ.
Jump to section ▾
What it does
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.
Combos with Immovable Rod
The lines this card is part of, what it needs alongside it, and what the cards do together. An infinite result is the one that moves a deck's bracket.
- Clock of Omens Academy Manufactor Anointed Procession Infinite
- Near-infinite artifact tokens
- Infinite card draw
- Infinite draw triggers
- Near-infinite Clue tokens
- Near-infinite colored mana
- Near-infinite colorless mana
- Near-infinite Food tokens
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Sydri, Galvanic Genius Cryptolith Rite Pemmin's Aura Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite colored mana
- Near-infinite creature tokens
- Near-infinite creature ETB
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite creature LTB
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Sydri, Galvanic Genius Paradise Mantle Pemmin's Aura Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite colored mana
- Near-infinite creature tokens
- Near-infinite creature ETB
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite creature LTB
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Sydri, Galvanic Genius Cryptolith Rite Freed from the Real Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite colored mana
- Near-infinite creature tokens
- Near-infinite creature ETB
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite creature LTB
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Sydri, Galvanic Genius Paradise Mantle Freed from the Real Infinite
- Infinite card draw
- Infinite draw triggers
- Near-infinite colored mana
- Near-infinite creature tokens
- Near-infinite creature ETB
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite creature LTB
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Clock of Omens Academy Manufactor Parallel Lives Infinite
- Near-infinite artifact tokens
- Infinite card draw
- Infinite draw triggers
- Near-infinite Clue tokens
- Near-infinite colored mana
- Near-infinite colorless mana
- Near-infinite Food tokens
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Clock of Omens Academy Manufactor Primal Vigor Infinite
- Near-infinite artifact tokens
- Infinite card draw
- Infinite draw triggers
- Near-infinite Clue tokens
- Near-infinite colored mana
- Near-infinite colorless mana
- Near-infinite Food tokens
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
- Clock of Omens Academy Manufactor Doubling Season Infinite
- Near-infinite artifact tokens
- Infinite card draw
- Infinite draw triggers
- Near-infinite Clue tokens
- Near-infinite colored mana
- Near-infinite colorless mana
- Near-infinite Food tokens
- Near-infinite lifegain
- Near-infinite lifegain triggers
- Near-infinite lifeloss
- Near-infinite Treasure tokens
- Near-infinite ventures into the dungeon
Showing the 8 shortest and most explosive. This card appears in more than these. Follow any of them through to Commander Spellbook to browse the rest.
Combo data from Commander Spellbook, the community-maintained database of Magic combos. Mirrored nightly.
Rulings
13 official rulings, in the order Wizards published them.
- 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.
Rulings are Wizards of the Coast's own, mirrored from Scryfall and refreshed nightly.
In the 99
Every deck whose current list includes Immovable Rod, whatever its commander.
Most played under
| Commander | Decks | Games | Win rate |
|---|---|---|---|
| Sefris of the Hidden Ways | 1 | 0 | — |
Colors it shows up in
- Esper 1 deck
Immovable Rod price history
The Forgotten Realms Commander #7 printing, as Scryfall reports the TCGplayer market. Updated nightly. Click any version below to chart its price.
Every recorded price change
| Date | Non-foil |
|---|---|
| Oct 26, 2026 | $0.36 |
| Oct 25, 2026 | $0.36 |
| Oct 21, 2026 | $0.37 |
| Oct 17, 2026 | $0.38 |
| Oct 10, 2026 | $0.37 |
| Sep 28, 2026 | $0.36 |
A row is recorded only on nights the price moved, so each price held until the row above it.
Every version of Immovable Rod
2 printings, newest first. Prices are the market figures Scryfall publishes, refreshed nightly. A printing with no figure shows a dash rather than a zero, because Scryfall publishes none for some of them. Click a card's art to chart that version's price above.
Extended Art
- Normal
- $0.63
- Normal
- $0.36
Prices from Scryfall, which tracks the TCGplayer and Cardmarket markets. They move daily and are a guide rather than a quote. Search TCGplayer for Immovable Rod. It runs a name search across every version, which covers the printings TCGplayer publishes no direct link to.
Aggregated from Commander games tracked in TurnZero HQ. Every figure counts decks and games only. No individual deck list, player or playgroup is identified. Win rates are withheld below 5 completed games, where the sample is too small to mean anything.