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Sanctum of EternityHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Commander 2019· August 23, 2019
Carte Magic Sanctum of Eternity

Sanctum of Eternity 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

{T}: Add {C}. {2}, {T}: Return target commander you own from the battlefield to your hand. Activate only during your turn.

Complete guide

Sanctum of Eternity is a utility land that offers a unique way to protect your most vital piece: your commander. By allowing you to return your leader to your hand, it bypasses the command zone tax and enables powerful enter-the-battlefield triggers to be reused.

What It Does

Sanctum of Eternity provides two distinct abilities. First, it acts as a mana source by tapping for one colorless mana. Its second, more specialized ability allows you to pay two generic mana and tap the land to return a commander you own from the battlefield to your hand. Note that this ability is restricted by timing; you can only activate it during your own turn.

How It Resolves Step by Step

First, ensure it is currently your turn, as the ability cannot be activated on an opponent's turn. Next, pay the two generic mana and tap Sanctum of Eternity, choosing a commander you own on the battlefield as the target. Upon resolution, the commander is moved from the battlefield to your hand. Because the commander is moving to your hand rather than the command zone, you do not have the option to put it in the command zone instead, and the 'commander tax' does not increase.

Common Mistakes

A frequent misconception involves the 'commander tax.' This tax only applies when casting your commander from the command zone. If you use Sanctum of Eternity to return your commander to your hand and then cast it from there, you pay only its printed mana cost. Additionally, remember that you must own the commander; you cannot use this land to bounce a commander you have stolen from an opponent.

When to Play It

This land is most effective in decks where the commander has a high mana cost or impactful enter-the-battlefield effects. It serves as a safety net against board wipes or targeted removal that occurs during your turn. It is also an excellent tool for 'dodging' the cumulative cost of the command zone in long games where your commander has died multiple times already.

Interaction examples

Bypassing the Tax

Imagine you have Command Tower and Sanctum of Eternity on the battlefield. Your commander has been cast three times already, making its tax six mana. During your main phase, an opponent tries to transform your commander into a frog. You activate Sanctum of Eternity to return your commander to your hand. When you cast it from your hand later that turn, you pay zero tax, saving you six mana compared to casting it from the command zone.

Color Fixers and Colorless Lands

While Exotic Orchard helps you get the specific colors needed to cast a commander, Sanctum of Eternity provides the colorless mana utility required to manage that commander once it is in play. If you have both, you can use the mana from Exotic Orchard to pay the activation cost of Sanctum of Eternity's ability, ensuring you can bounce your commander even if you lack other generic mana sources.

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

How it works : Sanctum of Eternity

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    The “commander tax” increases based on how many times a commander was cast from the command zone. Casting a commander from your hand doesn’t require that additional cost, and it doesn’t increase what the cost will be the next time you cast that commander from the command zone.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    If your commander isn’t on the battlefield (or if you’re not playing the Commander variant), Sanctum of Eternity’s second ability does nothing.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Zacama, Primal Calamity
+Sanctum of Eternity
#1

Zacama, Primal Calamity + Sanctum of Eternity

Destroy all artifacts and enchantments opponents controlInfinite damage to creaturesInfinite enchantment destructionInfinite creature ETB
  1. 1Activate all mana producing lands you control besides Sanctum of Eternity by tapping them, adding at least {9}{R}{G}{W}.
  2. 2Activate Sanctum of Eternity by paying {2} and tapping it, returning Zacama from the battlefield to your hand.
  3. 3Cast Zacama by paying {6}{R}{G}{W}.
  4. 4Zacama triggers, untapping all lands you control.
  5. 5Repeat.
Estrid, the Masked
+Sanctum of Eternity
#2

Estrid, the Masked + Sanctum of Eternity

Infinite colored manaInfinite colorless manaInfinite mana enchanted permanents you control can produce
  1. 1Activate Estrid's second loyalty ability by removing one loyalty counter, creating a Mask Aura token and attaching it to Sanctum of Eternity.
  2. 2Activate Sanctum of Eternity by paying {2} and tapping it, returning Estrid to your hand.
  3. 3Activate all other enchanted permanents that can produce at least {4}{W}{U}{G}.
  4. 4Cast Estrid by paying {1}{W}{U}{G}.
  5. 5Activate Estrid's first loyalty ability by putting two loyalty counters on it, untapping all enchanted permanents you control.
Emrakul, the Exigent Doom
+Sanctum of Eternity
#3

Emrakul, the Exigent Doom + Sanctum of Eternity

Infinite creature ETBInfinite creature LTBInfinite mana lands you control can produceInfinite storm count
  1. 1Activate any number of lands by tapping them, adding at least {12}
  2. 2Cast Emrakul by paying {10} plus commander tax if applicable.
  3. 3Emrakul triggers, untapping all lands you control.
  4. 4Resolve Emrakul. Then, activate Sanctum of Eternity's second ability by paying {2} and tapping it, returning Emrakul from the battlefield to your hand.
  5. 5Repeat.
Cast Through Time
+Venser, Shaper Savant
+Sanctum of Eternity
+Temporal Manipulation
#4

Cast Through Time + Venser, Shaper Savant + Sanctum of Eternity + 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 Sanctum of Eternity by tapping it and paying {2}, returning Venser from the battlefield 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
+Sanctum of Eternity
+Time Warp
#5

Cast Through Time + Venser, Shaper Savant + Sanctum of Eternity + 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 Sanctum of Eternity by tapping it and paying {2}, returning Venser from the battlefield to your hand.
  4. 4Cast Venser by paying {2}{U}{U}, returning the extra turn spell to your hand.
  5. 5Repeat each turn.
Cast Through Time
+Venser, Shaper Savant
+Sanctum of Eternity
+Capture of Jingzhou
#6

Cast Through Time + Venser, Shaper Savant + Sanctum of Eternity + Capture of Jingzhou

LockInfinite turns
  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 Sanctum of Eternity by tapping it and paying {2}, returning Venser from the battlefield 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
+Sanctum of Eternity
+Nexus of Fate
#7

Cast Through Time + Venser, Shaper Savant + Sanctum of Eternity + Nexus of Fate

LockInfinite turns
  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 Sanctum of Eternity by tapping it and paying {2}, returning Venser from the battlefield 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
+Sanctum of Eternity
+Time Walk
#8

Cast Through Time + Venser, Shaper Savant + Sanctum of Eternity + Time Walk

Infinite turnsLock
  1. 1Cast Time Walk by paying {2}{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 Sanctum of Eternity by tapping it and paying {2}, returning Venser from the battlefield 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

legacyvintagecommanderoathbreakerdueltlr
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