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Rules guide · Legendary Enchantment

Sanctum of Calm WatersHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Core Set 2021· July 3, 2020
Carte Magic Sanctum of Calm Waters

Sanctum of Calm Waters 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

At the beginning of your first main phase, you may draw X cards, where X is the number of Shrines you control. If you do, discard a card.

Complete guide

Sanctum of Calm Waters is a powerful engine for Shrine-based decks, providing consistent card advantage and selection. As a blue Legendary Enchantment, it rewards players who commit to the Shrine subtype by scaling its power with each additional Shrine on the battlefield. Understanding the timing of its trigger is key to maximizing your resources every turn.

What it Does

This card features a triggered ability that occurs at the beginning of your first main phase. It allows you to draw cards equal to the total number of Shrines you control, including itself. If you choose to draw those cards, you must then discard exactly one card from your hand, regardless of how many you drew.

Resolving the Ability

When your first main phase begins, the ability goes on the stack. Upon resolution, you first count your Shrines. Then, you decide whether to use the effect. If you proceed, you draw the cards and discard one card immediately. This all happens as a single event; no player can cast spells or activate abilities between the draw and the discard.

Common Mistakes

Players often forget that the discard is mandatory if they choose to draw. Also, note that other cards with 'Shrine' in their name, like Jungle Shrine, do not count toward the total unless they actually have the 'Shrine' enchantment subtype. If Sanctum of Calm Waters is destroyed while the ability is on the stack, the count will update to reflect the number of Shrines you control at the moment of resolution.

When to Play It

Deploy Sanctum of Calm Waters when you have established a board presence or have ways to protect your enchantments. Since it triggers at the start of your main phase, it provides fresh options for your turn before you commit to playing lands or spells, helping you find answers or combo pieces efficiently.

Interaction examples

Single Shrine Value

If Sanctum of Calm Waters is the only Shrine you control, at the start of your first main phase, you may draw one card. If you do, you must then discard one card. This effectively cycles a card in your hand for a new one.

Building a Defensive Hand

With both enchantments out, Sanctum of Calm Waters allows you to dig through your deck to find more Shrines or lands to pay for your other spells. As you draw and discard, you can keep Propaganda on the field to tax your opponents' attacks while you look for your next Shrine.

Interacting with Rhystic Study

If you control both, Rhystic Study provides opportunistic draws on your opponents' turns, while Sanctum of Calm Waters provides guaranteed selection on your turn. Because Sanctum's draw is an effect of a resolving ability and not a spell, Rhystic Study's own ability will not trigger from it, but the two together ensure your hand remains full of options.

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

How it works : Sanctum of Calm Waters

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You draw X cards and discard a card all while the triggered ability is resolving. Nothing can happen between the two, and no player may choose to take actions.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If Sanctum of Calm Waters leaves the battlefield while its ability is on the stack, you may control no Shrines as the ability resolves. If so, you may choose to draw zero cards and discard one, or you may choose not to draw zero cards and not discard a card.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    Each Shrine has an ability that counts the number of Shrines you control. These abilities include the Shrine they're printed on.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Shrines count only enchantments with the subtype Shrine. Other cards with “shrine” in their name (such as Jungle Shrine, Luxa River Shrine, and Nantuko Shrine) don't count.

    No other card is named in this ruling.

02

Legal formats

historictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerbrawlcompetitivebrawlduel
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