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Rules guide · Enchantment

Solitary SanctuaryHow it works & interactions with other cards

By the ManaCount desk· 4 min read· Wilds of Eldraine· September 8, 2023
Carte Magic Solitary Sanctuary

Solitary 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

When this enchantment enters, tap target creature an opponent controls and put a stun counter on it. (If a permanent with a stun counter would become untapped, remove one from it instead.) Whenever you tap an untapped creature an opponent controls, put a +1/+1 counter on target creature you control.

Complete guide

Solitary Sanctuary is a powerful enchantment that turns your crowd control tactics into a permanent advantage for your creatures. By tapping down threats and rewarding you for doing so, it serves as a cornerstone for defensive white decks. Understanding how its triggers interact with your opponent's board is key to mastering its tactical depth.

Dual Utility in One Card

Solitary Sanctuary features two distinct abilities. The first is an 'enters' trigger that immediately neutralizes an opponent's creature by tapping it and adding a stun counter, which prevents it from untapping during the controller's next untap step. The second is a recurring triggered ability that places a +1/+1 counter on one of your creatures whenever you tap an untapped creature an opponent controls.

Mechanics of the Stun Counter

When Solitary Sanctuary enters the battlefield, you choose a target creature an opponent controls. Even if that creature is already tapped, you still place a stun counter on it. If a permanent with a stun counter would become untapped, the counter is removed instead of the creature untapping. This effectively 'freezes' the creature for one turn cycle per counter.

Triggering the +1/+1 Counters

The second ability triggers specifically when an effect you control instructs you to tap an opponent's untapped creature. Note that this will not trigger if the opponent chooses to tap their own creature to pay a cost or follow an instruction, such as choosing which creatures to tap for a tax effect. You must be the one performing the tapping action via a spell or ability.

Strategic Timing

Play Solitary Sanctuary when your opponent has a high-value threat that needs to be sidelined. Because it provides a +1/+1 counter every time you tap one of their creatures, it is best utilized in decks that feature frequent tapping effects, allowing you to grow a creature into a massive threat while maintaining board control.

Interaction examples

Entering the Fray

You cast Solitary Sanctuary. Upon resolution, its first ability triggers. You target your opponent's active 5/5 creature. The creature is tapped and receives a stun counter. Simultaneously, the second ability triggers because you just tapped an untapped creature an opponent controls, allowing you to put a +1/+1 counter on one of your creatures.

Building a Fortress

With Solitary Sanctuary and Ghostly Prison on the board, your opponent is heavily restricted. If you use a different effect to tap an opponent's creature, Solitary Sanctuary will grant a +1/+1 counter. Note that if the opponent chooses not to pay the {2} for Ghostly Prison, their creatures simply don't attack; they are not 'tapped' by you, so Solitary Sanctuary does not trigger from the tax itself.

Resource Management

While Smothering Tithe creates Treasure tokens, it does not directly tap opponent creatures. However, the mana generated by Smothering Tithe's Treasures can be used to cast more spells that tap your opponent's creatures, repeatedly triggering Solitary Sanctuary to grow your board state.

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

How it works : Solitary Sanctuary

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    You may target a creature that is already tapped with Solitary Sanctuary's first ability. If the target creature is already tapped as it resolves, you will still put a stun counter on it.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Solitary Sanctuary's last ability will trigger only when an effect instructs you to tap an opponent's creature. It won't trigger if a spell or ability you control instructs an opponent to tap a creature they control. For example, if you control Tangle Wire and an opponent taps an untapped creature they control as part of the resolution of Tangle Wire's triggered ability, Solitary Sanctuary's ability won't trigger.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Glare of Subdual
+Solitary Sanctuary
+Devoted Druid
#1

Glare of Subdual + Solitary Sanctuary + Devoted Druid

Tap all creatures opponents control during each turn
  1. 1Activate Glare of Subdual by tapping Devoted Druid, tapping a creature an opponent controls.
  2. 2Solitary Sanctuary triggers, putting a +1/+1 counter on Devoted Druid.
  3. 3Activate Devoted Druid's second ability by putting a -1/-1 counter on it, untapping it.
  4. 4Repeat as desired.
Solitary Sanctuary
+Crystalline Crawler
+Minister of Impediments
+Freed from the Real
#2

Solitary Sanctuary + Crystalline Crawler + Minister of Impediments + Freed from the Real

Tap all creatures opponents control during each turn
  1. 1Activate Minister of Impediments by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's second ability by paying {U}, untapping Minister of Impediments.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
Solitary Sanctuary
+Crystalline Crawler
+Ballynock Trapper
+Freed from the Real
#3

Solitary Sanctuary + Crystalline Crawler + Ballynock Trapper + Freed from the Real

Tap all creatures opponents control during each turn
  1. 1Activate Ballynock Trapper by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's second ability by paying {U}, untapping Ballynock Trapper.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
Solitary Sanctuary
+Crystalline Crawler
+Vedalken Certarch
+Pemmin's Aura
#4

Solitary Sanctuary + Crystalline Crawler + Vedalken Certarch + Pemmin's Aura

Tap all creatures opponents control during each turn
  1. 1Activate Vedalken Certarch by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's first ability by paying {U}, untapping Vedalken Certarch.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
Glare of Subdual
+Solitary Sanctuary
+Barrenton Medic
#5

Glare of Subdual + Solitary Sanctuary + Barrenton Medic

Tap all creatures opponents control during each turn
  1. 1Activate Glare of Subdual by tapping Barrenton Medic, tapping a creature an opponent controls.
  2. 2Solitary Sanctuary triggers, putting a +1/+1 counter on Barrenton Medic.
  3. 3Activate Barrenton Medic's second ability by putting a -1/-1 counter on it, untapping it.
  4. 4Repeat as desired.
Solitary Sanctuary
+Crystalline Crawler
+Vedalken Certarch
+Freed from the Real
#6

Solitary Sanctuary + Crystalline Crawler + Vedalken Certarch + Freed from the Real

Tap all creatures opponents control during each turn
  1. 1Activate Vedalken Certarch by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Freed from the Real's second ability by paying {U}, untapping Vedalken Certarch.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
Solitary Sanctuary
+Crystalline Crawler
+Ballynock Trapper
+Pemmin's Aura
#7

Solitary Sanctuary + Crystalline Crawler + Ballynock Trapper + Pemmin's Aura

Tap all creatures opponents control during each turn
  1. 1Activate Ballynock Trapper by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's first ability by paying {U}, untapping Ballynock Trapper.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
Solitary Sanctuary
+Crystalline Crawler
+Minister of Impediments
+Pemmin's Aura
#8

Solitary Sanctuary + Crystalline Crawler + Minister of Impediments + Pemmin's Aura

Tap all creatures opponents control during each turn
  1. 1Activate Minister of Impediments by tapping it, tapping a creature an opponent controls.
  2. 2Solitary Sactuary triggers, putting a +1/+1 counter on Crystalline Crawler.
  3. 3Activate Crystalline Crawler's first ability by removing a +1/+1 counter from it, adding {U}.
  4. 4Activate Pemmin's Aura's first ability by paying {U}, untapping Minister of Impediments.
  5. 5Repeat.
  6. 6You may also repeat this loop during each turn.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagepennycommanderoathbreakerstandardbrawlbrawlcompetitivebrawldueltlr
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