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4 Cards Found

AI 🤖 Find me cards equivalent to: Immovable Rod

Equivalent cards to Immovable Rod in white:
1. Prison Term – Can enchant a creature and prevent it from attacking, blocking, or using abilities.
2. Pacifism – Prevents the enchanted creature from attacking or blocking.
3. Arrest – Prevents attacking, blocking, and ability activation of the enchanted creature.

Reason: They are white cards that similarly stop creatures and/or their abilities, like Immovable Rod.

Results:

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
    Tcgplayer 0.07 USD / 0.48 USD
    Cardmarket 0.08 EUR / 0.18 EUR
    Cardkingdom 0.35 USD / 0.49 USD
    Cardsphere 0.19 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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.

    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
    Tcgplayer 0.43 USD
    Cardmarket 0.5 EUR / 0.3 EUR
    Cardsphere 0.46 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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.

    Pacifism #22 Enchantment — Aura

    Info

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

    Abilities/Keywords

    Enchant

    Rules

  • No entries
  • Prices

    Seller Price

    Legalities

    Alchemy Brawl Commander Duel Explorer 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.

    Prison Term #18 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

  • The last ability works only if Prison Term is already on the battlefield. You may move it from the creature it's currently enchanting onto the new creature.
  • 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
    Tcgplayer 0.54 USD / 4.92 USD
    Cardmarket 0.52 EUR / 3.15 EUR
    Cardkingdom 0.49 USD / 2.49 USD
    Cardsphere 0.53 USD

    Legalities

    Alchemy Brawl Commander Duel Explorer 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. Whenever a creature an opponent controls enters, you may attach this Aura to that creature.

    Arrest Enchantment — Aura Normal - ~$0.26

    Immovable Rod Artifact Normal - ~$0.42

    Pacifism Enchantment — Aura Normal

    Prison Term Enchantment — Aura Normal - ~$1.81

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