Immovable Rod MTG Card
Card sets | Released in 2 setsSee all |
Mana cost | |
Converted mana cost | 1 |
Rarity | Rare |
Type | Artifact |
Abilities | Venture into the dungeon |
Text of card
You may choose not to untap Immovable Rod during your untap step. Whenever Immovable Rod becomes untapped, venture into the dungeon. , : For as long as Immovable Rod remains tapped, another target permanent loses all abilities and can't attack or block.
Cards like Immovable Rod
Immovable Rod introduces a unique twist on artifact utility within Magic: The Gathering. It’s worth comparing it to other artifacts that also aim to control the battlefield, like Icy Manipulator. Both have the ability to affect combat by disabling creatures, though their methods differ. While Icy Manipulator can tap a target artifact, creature, or land for the cost of a single mana, Immovable Rod takes a different approach by preventing a creature from untapping for as long as you control Immovable Rod.
Considering Lux Cannon, we notice another parallel. Lux Cannon accumulates charge counters and can ultimately destroy a target permanent, embodying a slow yet certain doom for an opponent’s key cards. Immovable Rod, however, is more about prohibiting the use of a creature rather than eliminating it, providing a more subtle form of control.
Reflecting on these comparisons, Immovable Rod secures a position within a niche group of artifacts designed for continuous control. It’s a solid choice for players looking to restrain rather than remove, adding a strategic layer to their game regarding resource management and board control.
Cards similar to Immovable Rod by color, type and mana cost
Card Pros
Card Advantage: Immovable Rod offers a unique card interaction that can disrupt your opponent’s strategies while helping you maintain a solid grip on the game’s flow. This quietly influential card can tilt the balance in your favor, often catching opponents off guard.
Resource Acceleration: With the capacity to control key pieces on the battlefield, the Immovable Rod helps you pave the way for your resources to be channeled more effectively. It enables a more efficient deployment of your tactics and serves as a multipurpose tool in a well-orchestrated plan.
Instant Speed: The adaptability of the Immovable Rod is one of its core strengths. Operating at instant speed provides flexibility, allowing you to respond to threats or optimize the timing of your plays. It guarantees that you have the capacity to adjust to the state of the game, making it a reliable asset when formulating your strategies.
Card Cons
Discard Requirement: In order to unlock the full potential of the Immovable Rod, discarding a card may be a prerequisite. This can impose a steep price, especially when playing with a hand that’s already resource-constrained.
Specific Mana Cost: The activation of the rod demands a precise allocation of mana, which may not always blend seamlessly with the player’s available resources or the strategic direction of their deck.
Comparatively High Mana Cost: With options on the field that demand less mana for equivalent or superior effects, the resource investment required to utilize the Immovable Rod could lead players to explore more economically viable alternatives.
Reasons to Include in Your Collection
Versatility: Immovable Rod can seamlessly blend into various decks, from Commander to Modern formats. Its ability to disrupt opponents’ strategies makes it a valuable addition, not to mention its role in safeguarding your key permanents.
Combo Potential: This card opens up numerous synergies, particularly in artifact-centric deck builds. Its unique ability to tap and untap can be incorporated into combos that keep opponents’ threats at bay while you set up your winning conditions.
Meta-Relevance: With many decks heavily relying on creature strategies or needing specific permanents untapped to win, Immovable Rod can offer an edge by impeding these tactics. Its significance increases as the meta adapts and evolves, providing players with an adaptive tool for their arsenal.
How to beat
Confronting the Immovable Rod in Magic: The Gathering requires a clear strategy, as this artifact card can present a significant challenge to unprepared players. As with many artifacts, rendering the Immovable Rod ineffective often requires direct answers, such as artifact removal spells. Naturalize or Disenchant are prime examples of spells that can efficiently deal with the Immovable Rod by destroying it outright. This approach cuts directly to the heart of the problem, bypassing the Rod’s ability to control the battlefield.
Alternatively, incorporating counter spells into your deck can serve as a preemptive strike against the Immovable Rod. Counterspelling the artifact when it’s played keeps the board clear and maintains the tempo in your favor. One should also be aware of streamlined removal options like Abrade which offers flexibility for dealing with creatures or problematic artifacts alike. It’s about staying one step ahead and ensuring that your deck has the right answers at the ideal moment.
By including versatile removal or counters in your deck, you can face down the Immovable Rod with confidence, knowing you have the tools to overcome its daunting presence. Careful planning and a strategic approach make the difference in claiming victory against this formidable artifact.
BurnMana Recommendations
Dive further into the MTG realm and embrace the potential of the Immovable Rod in your deck. This artifact’s instant speed and control capacities can carve a path to victory by skewering your opponent’s strategies. Fully harness these nuances, from the strategic use of resource acceleration to making meta-relevant choices, and keep your collection evolving. Fine-tune your deck with wise additions and explore the array of combos that this versatile piece offers. Your journey through the planes of MTG is filled with endless tactics and plays—join us to unlock them all and guide your deck to triumph.
Where to buy
If you're looking to purchase Immovable Rod MTG card by a specific set like Forgotten Realms Commander and Forgotten Realms Commander, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Immovable Rod and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
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Printings
The Immovable Rod Magic the Gathering card was released in 1 different sets between 2021-07-23 and 2021-07-23. Illustrated by Jakub Kasper.
# | Released | Name | Code | Symbol | Number | Frame | Layout | Border | Artist |
---|---|---|---|---|---|---|---|---|---|
1 | 2021-07-23 | Forgotten Realms Commander | AFC | 276 | 2015 | Normal | Black | Jakub Kasper | |
2 | 2021-07-23 | Forgotten Realms Commander | AFC | 7 | 2015 | Normal | Black | Jakub Kasper |
Legalities
Magic the Gathering formats where Immovable Rod has restrictions
Format | Legality |
---|---|
Commander | Legal |
Legacy | Legal |
Oathbreaker | Legal |
Vintage | Legal |
Duel | Legal |
Rules and information
The reference guide for Magic: The Gathering Immovable Rod card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
---|---|
2021-07-23 | A player may only have one dungeon in the command zone at a time. |
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 | 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 | Dungeons are removed from the game as a state-based action. |
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 | 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 | 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 | Moving into a dungeon room will cause its room ability to trigger. |
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 | 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 | 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 | 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 | You can only move forward (well, downward) in a dungeon, never backwards or sideways. |