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"Find me cards equivalent to: Immovable Rod"

Here are cards equivalent (same or similar functionality and color) to Immovable Rod:
1. Prowler's Helm — artifact, colorless, grants unblockable, but not white and limited in effect.
2. Blind Obedience — white, artifact-like enchantment, taps and restricts opponent permanents.
3. Tumble Magnet — colorless artifact, taps a permanent (temporary effect, not identical).

Closest true equivalent in white, with locking/permanent suppress functions, is:

  • Pacification Array — colorless, {2}, tap target artifact or creature (temporary, not permanent lockdown).

There are very few white artifacts with the same tap-to-lock-down type effect as Immovable Rod. Most similar are enchantments like Arrest or Pacifism, not artifacts.


Reason: White artifacts with tap-down/remove abilities are rare. Immovable Rod is unique among white artifacts. Closest functional parallels are from colorless artifacts or white enchantments.

Found Cards

7 Results

Arrest

Blind Obedience

Immovable Rod

Pacification Array

Pacifism

Prowler's Helm

Tumble Magnet

Arrest #3 Enchantment — Aura

Info

Color:
Identifies:
Cost:
Rarity: Uncommon
Converted Cost: 3
Power/Toughness: /
Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • Activated abilities contain a colon. They’re generally written “[Cost]: [Effect].” Some keywords are activated abilities and will have colons in their reminder text.
  • Prices

    Seller Price
    Cardkingdom / 0.49 USD 0.35 USD
    Tcgplayer 0.14 USD / 0.14 USD
    Manapool / 0.25 USD 0.15 USD
    Cardmarket / 0.22 EUR 0.05 EUR

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant creature Enchanted creature can't attack or block, and its activated abilities can't be activated.

    Blind Obedience #2246 Enchantment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Extort

    Rules

  • The amount of life you gain from extort is based on the total amount of life lost, not necessarily the number of opponents you have. For example, if your opponent's life total can't change (perhaps because that player controls Platinum Emperion), you won't gain any life.
  • The extort ability doesn't target any player.
  • The extort ability resolves before the spell that caused it to trigger. The ability resolves even if that spell is countered.
  • You may pay {W/B} a maximum of one time for each extort triggered ability. You decide whether to pay when the ability resolves.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Extort (Whenever you cast a spell, you may pay . If you do, each opponent loses 1 life and you gain that much life.) Artifacts and creatures your opponents control enter tapped.

    Immovable Rod #276 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Rare
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:
    Tokens:

    Abilities/Keywords

    Rules

  • A player may only have one dungeon in the command zone at a time.
  • 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.
  • 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.
  • Dungeons are removed from the game as a state-based action.
  • 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.
  • 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.
  • 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.
  • Moving into a dungeon room will cause its room ability to trigger.
  • Once you resolve the last room ability of a dungeon, that dungeon is now completed and is removed from the game.
  • 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.
  • 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.
  • 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.
  • You can only move forward (well, downward) in a dungeon, never backwards or sideways.
  • Prices

    Seller Price
    Cardmarket 0.41 EUR / 0.3 EUR
    Cardkingdom 0.99 USD
    Tcgplayer 0.52 USD
    Manapool 0.47 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    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.

    Pacification Array #257 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 1
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • If you want to stop someone from attacking with a creature by using Pacification Array’s ability, you must do so before attackers are declared. You can’t wait until after attackers are declared and then try to use it to make a creature stop attacking. Note that your opponent can’t start declaring attackers without letting you use your Pacification Array.
  • Once a player has activated an ability with {T} in its cost, Pacification Array can’t be used to undo or counter that ability.
  • Players may respond to Pacification Array’s ability by activating an ability of the target permanent if that ability’s timing permissions allow it. Players may also respond by activating abilities or casting spells whose costs include tapping the target permanent.
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    , : Tap target artifact or creature.

    Pacifism #575 Enchantment — Aura

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Common
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Enchantment
  • SubTypes:
  • Aura
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price
    Manapool 0.15 USD
    Cardmarket 0.23 EUR
    Tcgplayer 0.34 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Enchant creature Enchanted creature can't attack or block.

    Prowler's Helm #219 Artifact — Equipment

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 2
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
  • Equipment
  • Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Abilities/Keywords

    Equip

    Rules

  • No entries
  • Prices

    Seller Price
    Tcgplayer 0.63 USD / 3.2 USD
    Cardmarket 0.78 EUR / 3.82 EUR
    Cardkingdom 1.49 USD / 3.99 USD
    Manapool / 1.53 USD 0.52 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    Equipped creature can't be blocked except by Walls. Equip

    Tumble Magnet #233 Artifact

    Info

    Color:
    Identifies:
    Cost:
    Rarity: Uncommon
    Converted Cost: 3
    Power/Toughness: /
    Types:
  • Artifact
  • SubTypes:
    Languages:
    Layout:
    Normal
    Rank:
    Saltiness:

    Rules

  • Once Tumble Magnet has run out of charge counters, it remains on the battlefield.
  • Prices

    Seller Price
    Manapool 0.15 USD / 0.2 USD
    Cardmarket / 0.07 EUR 0.09 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Tcgplayer 0.06 USD / 0.25 USD

    Legalities

    Alchemy Brawl Commander Duel Future Gladiator Historic Legacy Modern Oathbreaker Oldschool Pauper Paupercommander Penny Pioneer Predh Premodern Standard Standardbrawl Timeless Vintage

    Text

    This artifact enters with three charge counters on it. , Remove a chargecounterfrom this artifact: Tap target artifact or creature.