ManaZentrale.de
Erweiterte Suche
Immovable Rod

Immovable Rod

Artifact

Deutsch: Unbewegliches Zepter

Einschätzung

Commander-Rang
#13.283 von rund 30.000
Sieht man selten, obere 44 %
Preis
0,25 €
Cardmarket
Seltenheit
Selten
AFC 7

Regeltext

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.

Formate

Als Proxy drucken

Fertige PDF-Datei in echten 63 × 88 mm mit Schnittmarken, 9 Karten pro A4-Seite. Zum Testen eines Decks, bevor man die Karte kauft.

Preise über alle Drucke 2

günstigster 0,25 € AFC 2021
teuerster 0,41 € AFC 2021

Jeder Strich ist ein Druck. Der helle Strich ist der mittlere Preis (0,41 €).

Combos mit dieser Karte

  • Clock of Omens+Immovable Rod+Academy Manufactor+Anointed Procession

    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+Immovable Rod+Staff of Domination+Academy Manufactor+Krark-Clan Ironworks

    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

  • Immovable Rod+Sydri, Galvanic Genius+Paradise Mantle+Freed from the Real

    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+Immovable Rod+Academy Manufactor+Doubling Season

    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+Immovable Rod+Academy Manufactor+Primal Vigor

    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+Immovable Rod+Academy Manufactor+Parallel Lives

    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

Daten von Commander Spellbook

Offizielle Rulings 13

  1. 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.

  2. 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.

  3. 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.

  4. 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.

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

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

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

  8. 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.

  9. 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.

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

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

  12. 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.

  13. 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.

Zur Karte

Illustration
Jakub Kasper
Set
Forgotten Realms Commander (AFC)
Erschienen
23.07.2021
Nachschlagen
Bei Scryfall öffnen

Alle Drucke 2

Derselbe Kartentext, unterschiedliche Preise. Der günstigste ist markiert.

  • Forgotten Realms Commander AFC 2021 0,41 €
  • Forgotten Realms Commander hier AFC 2021 0,25 €