Immovable Rod
Artifact
Oracle Text
You may choose not to untap this artifact during your untap step. Whenever this artifact becomes untapped, venture into the dungeon.Rules for this card
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A keyword action that can bring dungeon cards into the game from outside the game or move a player’s venture marker. See rule 701.49, “Venture into the Dungeon.”
Rulings (13)
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Wizards of the CoastIf 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.
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Wizards of the CoastMoving into a dungeon room will cause its room ability to trigger.
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Wizards of the CoastIf 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.
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Wizards of the CoastChoosing 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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Wizards of the CoastTo 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.
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Wizards of the CoastSome 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.
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Wizards of the CoastA player may only have one dungeon in the command zone at a time.
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Wizards of the CoastDungeon 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.
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Wizards of the CoastOnce you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
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Wizards of the CoastIf 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.
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Wizards of the CoastThe player venturing into the dungeon chooses which dungeon they will venture into. They may choose a dungeon that they have already completed this game.
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Wizards of the CoastYou can only move forward (well, downward) in a dungeon, never backwards or sideways.
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Wizards of the CoastDungeons are removed from the game as a state-based action.