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Rules guide · Artifact

Portal of SanctuaryHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Core Set 2020· July 12, 2019
Carte Magic Portal of Sanctuary

Portal of Sanctuary is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

{1}, {T}: Return target creature you control and each Aura attached to it to their owners' hands. Activate only during your turn.

Complete guide

Portal of Sanctuary is a blue artifact that provides a repeatable way to protect your creatures from unwanted effects or to reuse powerful entry triggers. By returning a creature and its attached Auras to your hand, you can reset your board state and keep your most valuable assets safe. Keep in mind that this strategic retreat is strictly limited to your own turns.

What It Does

Portal of Sanctuary allows you to pay one mana and tap the artifact to return a creature you control, along with any Auras attached to it, to their owners' hands. This effect is versatile, acting as a way to dodge removal during your turn or to simply get a creature back into your hand to cast it again. Crucially, the ability specifies that it can only be activated during your turn, meaning you cannot use it to respond to an opponent's play on their turn.

Step-by-Step Resolution

First, you pay the activation cost of one mana and tap Portal of Sanctuary while it is your turn. Second, you choose a legal target creature you control. When the ability resolves, that creature is moved from the battlefield to your hand. Simultaneously, every Aura currently attached to that specific creature is also returned to its owner's hand. If a player other than you owns an Aura attached to your creature, that Aura still returns to that player's hand, not yours.

Common Mistakes

A common point of confusion involves other types of permanents attached to the creature. While Auras are returned to the hand, Equipment cards like Swiftfoot Boots are not. Equipment remains on the battlefield, unattached. Additionally, players often forget the timing restriction; you cannot activate this ability to save a creature during an opponent's combat phase or end step.

When to Play It

This card shines in decks that feature creatures with powerful 'enters-the-battlefield' abilities. By bouncing the creature back to your hand, you can cast it again to trigger those effects a second time. It is also excellent for clearing negative Auras placed on your creatures by opponents, as the Portal returns all Auras to their owners' hands regardless of who cast them.

Interaction examples

Managing Your Mana

If you have Arcane Signet on the battlefield, you can use the mana it produces to pay for the activation cost of Portal of Sanctuary. During your main phase, you tap Arcane Signet for blue mana, then spend that mana to activate Portal of Sanctuary, effectively using your artifacts in tandem to protect your board.

Equipment vs. Auras

If you target a creature equipped with Swiftfoot Boots with the Portal of Sanctuary ability, the creature will return to your hand, but Swiftfoot Boots will stay on the battlefield. Because the official rulings state Equipment remains on the battlefield, you will need to pay the equip cost again later to attach the Boots to a new creature.

Single Target Usage

If you control a creature with no Auras or Equipment attached, you can still target it with Portal of Sanctuary. The ability will resolve normally, returning only the creature to your hand. This is a simple and effective way to reset a creature that has been targeted by a spell like a damaging effect or a transformation spell during your turn.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Portal of Sanctuary

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Equipment attached to the target creature remains on the battlefield.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Wormfang Manta
+Scroll of Fate
+Portal of Sanctuary
#1

Wormfang Manta + Scroll of Fate + Portal of Sanctuary

Infinite turnsLock
  1. 1Activate Scroll of Fate by tapping it, manifesting Wormfang Manta from your hand.
  2. 2Pay {5}{U}{U} to turn Wormfang Manta face up.
  3. 3Activate Portal of Sanctuary by paying {1} and tapping it, returning Wormfang Manta from the battlefield to your hand.
  4. 4Wormfang Manta's LTB ability triggers, creating an extra turn after this one.
  5. 5Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Time Warp
#2

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Time Warp

Infinite turnsLock
  1. 1Cast Time Warp by paying {3}{U}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Walk the Aeons
#3

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Walk the Aeons

Infinite turnsLock
  1. 1Cast Walk the Aeons by paying {4}{U}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Nexus of Fate
#4

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Nexus of Fate

Infinite turnsLock
  1. 1Cast Nexus of Fate by paying {5}{U}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Temporal Manipulation
#5

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Temporal Manipulation

Infinite turnsLock
  1. 1Cast Temporal Manipulation by paying {3}{U}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Capture of Jingzhou
#6

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Capture of Jingzhou

Infinite turnsLock
  1. 1Cast Capture of Jingzhou by paying {3}{U}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Portal of Sanctuary
+Time Walk
#7

Cast Through Time + Venser, Shaper Savant + Portal of Sanctuary + Time Walk

Infinite turnsLock
  1. 1Cast Time Walk by paying {1}{U}, granting you an extra turn after this one and exiling it due to rebound.
  2. 2At the beginning of your next upkeep, rebound triggers, causing you to cast the exiled spell without paying its mana cost.
  3. 3Activate Portal of Sanctuary by tapping it and paying {1}, returning Venser to your hand.
  4. 4Cast Venser by paying {2}{U}{U}.
  5. 5When Venser enters the battlefield, they trigger, returning the extra turn spell to your hand.
  6. 6Repeat each turn.
03

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerbrawlcompetitivebrawldueltlr
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