Sanctum of Calm Waters

Sanctum of Calm Waters

Legendary Enchantment — Shrine

Mana cost: {3}{U}

How we read this card

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.

triggered — draws you cards

triggered —

Causes: draw a card, discard a card.

Cares about: a Shrine you control.

Works well with

a nontoken Shrine enters the battlefield — 23 cards in the game can cause this (Sanctum of Calm Waters is one).

  1. Go-Shintai of Life's Origin — When Sanctum of Calm Waters enters, Go-Shintai of Life's Origin makes a token

a Shrine enters the battlefield — 23 cards in the game can cause this (Sanctum of Calm Waters is one).

When Sanctum of Calm Waters enters:

  1. Crescent Island Temple — makes a token
  2. Kyoshi Island Plaza — searches a library
  3. Northern Air Temple — makes each opponent lose 1 life
  4. The Spirit Oasis — draws you 1 card
  5. Southern Air Temple — puts a counter on a creature

a card is discarded — 2,042 cards in the game can cause this (Sanctum of Calm Waters is one).

When Sanctum of Calm Waters makes a player discard a card:

  1. Ivora, Insatiable Heir — puts a +1/+1 counter on itself
  2. Cool but Rude — deals 2 damage
  3. Containment Construct — brings a card back
  4. Moonstone, Harsh Mistress — brings a card back
  5. Lazotep Chancellor — puts 2 counters on a Zombie or Army
  6. Magmakin Artillerist — deals that much damage
  7. Inti, Seneschal of the Sun — exiles a card from your library
  8. Pitchstone Wall — sacrifices itself
  9. Currency Converter — exiles it
  10. Hostile Investigator — triggers

51 other cards care about it too. These are the ones with the most connections.

an enchantment is cast — 3,673 cards in the game can cause this (Sanctum of Calm Waters is one).

When Sanctum of Calm Waters is cast:

  1. Hallowed Haunting — makes a token
  2. Daxos the Returned — puts a counter on a permanent
  3. Tatsunari, Toad Rider — makes a token
  4. Sythis, Harvest's Hand — gains you 1 life
  5. Sigil of the Empty Throne — makes a token
  6. Dawnhart Geist — gains you 2 life
  7. Herald of the Pantheon — gains you 1 life
  8. Kami of Transience — puts a +1/+1 counter on itself
  9. Argothian Enchantress — draws you 1 card
  10. Mesa Enchantress — draws you 1 card

255 other cards care about it too. These are the ones with the most connections.

a nontoken enchantment enters the battlefield — 3,691 cards in the game can cause this (Sanctum of Calm Waters is one).

  1. Historian's Boon — When Sanctum of Calm Waters enters, Historian's Boon makes a token

an enchantment enters the battlefield — 3,743 cards in the game can cause this (Sanctum of Calm Waters is one).

When Sanctum of Calm Waters enters:

  1. Calix, Guided by Fate — puts a counter on a creature
  2. Elvish Archivist — draws you 1 card
  3. Victor, Valgavoth's Seneschal — surveils
  4. Strength from the Fallen — gives +X/+X, where X is the number of creature cards in your graveyard
  5. Doomwake Giant — shrinks a creature by -1/-1
  6. Cacophony Unleashed — turns something into a creature
  7. Ghostly Dancers — makes a token
  8. Thassa's Devourer — mills a card
  9. Killian, Decisive Mentor — taps a creature
  10. Thoughtrender Lamia — makes an opponent discard a card

63 other cards care about it too. These are the ones with the most connections.

a card is drawn — 3,815 cards in the game can cause this (Sanctum of Calm Waters is one).

When Sanctum of Calm Waters makes a player draw a card:

  1. Teferi's Tutelage — mills a card
  2. Temmet, Naktamun's Will — gives +1/+1
  3. Niv-Mizzet, Parun — deals 1 damage
  4. Aether Syphon — mills a card
  5. The Locust God — makes a token
  6. Starving Revenant — makes each opponent lose 1 life
  7. Diviner's Wand — gets +1/+1
  8. Ominous Seas — puts a foreshadow counter on itself
  9. Dream Trawler — gets +1/+0
  10. Iron Man, Armored Avenger — puts a counter on a creature

57 other cards care about it too. These are the ones with the most connections.

a card in a graveyard — 7,589 cards in the game can cause this (Sanctum of Calm Waters is one).

Sanctum of Calm Waters:

  1. Samwise Gamgee — puts cards into the graveyard that Samwise Gamgee can bring back
  2. Bloodbond March — puts cards into the graveyard that Bloodbond March can bring back
  3. Gale, Waterdeep Prodigy — puts cards into the graveyard that Gale, Waterdeep Prodigy can bring back
  4. Harness the Storm — puts cards into the graveyard that Harness the Storm can bring back
  5. Transplant Theorist — puts cards into the graveyard that Transplant Theorist can bring back
  6. Heart-Shaped Herb — puts cards into the graveyard that Heart-Shaped Herb can bring back
  7. Wayward Angel — fills your graveyard toward the 7 or more cards Wayward Angel needs
  8. Rescue from the Underworld — puts cards into the graveyard that Rescue from the Underworld can bring back
  9. Victimize — puts cards into the graveyard that Victimize can bring back
  10. Sidequest: Card Collection // Magicked Card — fills your graveyard toward the 8 or more cards Sidequest: Card Collection // Magicked Card needs

434 other cards care about it too. These are the ones with the most connections.

anything goes to a graveyard — 7,589 cards in the game can cause this (Sanctum of Calm Waters is one).

When a card hits the graveyard thanks to Sanctum of Calm Waters:

  1. Quest for Ancient Secrets — puts a quest counter on itself
  2. Measure of Wickedness — gives an opponent control of itself
  3. Energy Field — sacrifices itself

8 other cards care about it too. These are the ones with the most connections.