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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!
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Artifact Sanctum
- #PRIO-EN072 Special Summon 1 "Artifact" monster from your Deck. You can only activate 1 "Artifact Sanctum" per turn. You cannot conduct your Battle Phase the turn you activate this card. If this card in its owner's possession is destroyed by an opponent's card: You can target 1 card on the field; destroy that target.
Card Ratings
Traditional: 2.50
Advanced:
3.75
Ratings are based on a 1 to 5 scale
1 is Horrible.
3 is Average.
5 is the highest rating.
Date Reviewed:
June 30, 2014
Back to the main COTD
Page
|
Dark
Paladin |
As a general rule of thumb, I'm not a fan of
anything that requires me to give up my Battle
Phase. Anyway, Artifact Sanctum (the sanctum should
imply safety, not cost you a Battle Phase, so that
escapes me) is a Normal Trap. It lets you Special
Summon an Artifact (but not to your Magic/Trap zone)
from your Deck. Only one of these can be activated a
turn (I assume maybe if you wanted to use three but
only lose one Battle Phase) and finally, if this
card is destroyed in the owner's possession, you can
destroy one card on the Field. Providing you target
said card you wish to destroy. Honestly, that's the
effect I think is worthwhile. Your opponent destroys
this on his/her turn, you can turn that into some
positive advantage. But I don't think the Artifact
Deck needs this.
Ratings:
Traditional: 1/5
Advanced: 2.25/5
Art: 4/5
|
John Rocha |
It is pretty simple. If you are playing a deck
with Artifacts in it, you are playing three Artifact
Sanctum’s in it, as it is one of the key cards for
them. Artifact Sanctum is a power card for
Artifacts. If your opponent tries to destroy it they
will loose a card on the field thereby giving you a
plus one advantage. If they try to destroy it on
their turn, you can activate it and give you a plus
two advantage by special summoning an Artifact and
then destroying a card of theirs on the field. If
that Artifact is Moralitach, you could even get a
plus three advantage by destroying one of their face
up cards.
Depending on what Artifacts you have in your
deck, Artifact Sanctum could be the answer to
anything your opponent may try to do. You can do
things like keeping them from summoning from their
extra deck, destroying face up cards, and destroying
your own Artifacts while getting all kinds of level
5 special summoned monsters in which to Xyz or
Syncro summon on your turn. The draw back of not
being able to attack the turn you play it is really
a non issue as you will not be activating on their
turn because most Artifacts do not get any effect
when summoned on your turn.
Artifact Sanctum is just too good not to be
playing in threes with Artifacts in your deck. In
today’s game, you need cards that plus and that is
what Sanctum gives you. It is also a good deterrent
to your opponent from destroying your spell and trap
cards or from using Fire and Ice Hand.
Traditional: 2/5
Advanced: 4/5
|
Leo
Kearon |
Artifact Sanctum
This card also has another effect; if the
opponent destroys it, you can target 1 card and
destroy it. This is a really useful effect, since it
can be any card, it could be one of your opponent’s
or you could target 1 of your set Artifacts. The
only problem is that it has to be destroyed by your
opponent and if he knows you are playing Artifacts,
there is a high chance he won’t be trying to destroy
your backrow.
Overall, two very useful effects for Artifacts, it
will be worth your while playing a couple of these.
Traditional: 3.5/5
Advanced: 3.75/5
|
Cyberplum |
Happy Monday everyone. My field training cycle is
finally over, so I should be able to return to a
normal review schedule for the time being.
Today's card is Artifact Sanctum, a key trap card
in the popular Artifact decks. It lets you special
summon an artifact monster from your deck, at the
expense of your battle phase. Of course, no one is
going to use this on their own turn, so that's
basically a moot point. Grab the blue or red dudes
and use the effects to set up on your opponent's
turn, allowing you to proceed with your combo plays
on your own turn. In a perfect world, you can chain
it to an MST to take advantage of both effects.
It's a really simple card, but certainly a key
component to the decks currently using Artifacts.
Most builds run three of this, and really, why
wouldn't you? It's like gaining extra copies of the
monsters you already need to run, with a good
secondary effect on top of that. The only
disadvantage of course are the problems the Artifact
monsters themselves run into, that being cards that
stop special summoning, but if you play any
Artifacts, you should play this.
Advanced: 4/5
Traditional: 1.5/5
Art: 4/5
Thanks for reading!
|
Kingof
Lullaby |
Hello Pojo Fans,
Artifact Sanctum should be run in 3's in an Artifact
deck, pure and simple. Special Summoning is key to
the deck style, and doing so from the Deck allows
you to choose which Artifact you want to bring out
to the field. Not being able to conduct the Battle
Phase isn't very much of a penalty, as you will be
aiming to activate this card during an opponents
turn to set off the Artifact monster's effect that
you Special Summon. Artifact Sanctum can be chained
to its own destruction, gaining both effects,
further opening up the possibility of gaining much
more than a 1 for 1 trade. Say for example, during
your opponents turn they destroy your Artifact
Sanctum. Chain it, Special Summoning an Artifact
monster from your Deck. Your Artifact monster gains
its effect because it's during your opponents turn.
Then, because your Artifact Sanctum is destroyed,
target a face-down Artifact monster of yours,
destroying it. It will Special Summon itself and
gain its effect, leaving you with two Artifact
monsters at the very least (and the possibility of
more if it was Artifact Moralltach). The only
downside to this card would be that it is a Trap
Card, but even that doesn't stop it from being great
for the Artifact-archetype or decks daring to run a
few Artifact monsters and this card.
Like I said at the beginning: Artifact Decks run
this in 3's.
Traditional-4/5- A lot more destruction effects
Advanced-3/5
Art-3.5/5- All the Artifacts are gathered in a
Fate/Sky-like setting. I like it
|
Baneful |
Artifact Sanctum
A simple but great effect of Special Summoning an
Artifact monster. Mostly, its a card that lets you
speed yourself into a Rank-5 XYZ. Many of the Rank-5
XYZ's grant you a +1 or pose serious danger to the
opponent.
The Battle Phase restriction prevents aggro, but
you can always activate it right at the End Phase of
your opponent's turn so the monsters can be enabled
again during the start of your turn.
The last effect of it destroying an opponent's
card when the opponent destroys it is a good
once-in-a-blue moon insurance policy. Blind MST'ing
(at least from good players) is a rarity, so usually
it will be from a floater card like Dark Armed
Dragon (kills DAD instantly) but its a nice bonus to
have. At the same time, the card is chainable so
unless your opponent has Royal Decree out or
something, you can always chain it and summon your
monster.
Competitive artifact hybrid decks like HAT
(Hands/Traptrix/Artifact) are running 3 copies of
this card so you know it's good. So if 3 is a
must-have for many hybrid decks, of course the
full-on deck (if people even play it) would want to
use 3 of it as well.
Traditional – 2
Advanced – 4
|
Terrorking |
This will be just what you needed: a pick-me-up
after your horrible weekend (after all, you didn't
have my reviews to read).
Hello and welcome to Terrorking's review of
Artifact Sanctum. It's a good card. The end.
Advanced: 3.5/5
Okay, okay. I shall go on. This card, in theory,
is never dead. If you have nothing to destroy it
with (and neither does your opponent), it brings out
an Artifact monster from your Deck, and as I told
you last week, summoning from the deck is never a
bad thing. If you don't need to summon an Artifact,
you can destroy this with, say, Beagaltach, and then
its effect triggers and you can destroy any card on
the field. The one restriction on this isn't even a
restriction since the Artifact Archetype is not
designed to be summoned during your turn. Besides
that, sometimes you don't need to attack to have
your victory secured; ask anyone that plays Soul
Charge.
Sadly, cards as straightforward and simple as
this don't allow for much discussion. At least, not
without going into painfully obvious areas like
"It's a trap, so you have to wait to use it" (which
isn't actually true because you can pop it to pop a
card on the opponent's field, so whatever).
Advanced: 3.5/5
Traditional: 1.5/5
|
That
Guy
With
The
Hat |
Artifact Sanctum
The key card, the number one thing that MAKES the
entire deck and brings it together. Simply put this
is at best a 1 for 1 that can disrupt your opponents
plays any number of ways be it by bringing out
Scythe to prevent Extra deck summons or a Morraltach
to destroy something. However it's when your
opponent does something to it, is when it gets
really good. If your opponent destroys it with their
card, you get target and destroy any one card on the
field. Because of the fun aspect of cards not
leaving the field til they are either destroyed or a
chain fully resolves, if your opponent activates MST
and targets Sanctum, you can activate it, special
something like the aformentioned Morraltach(which is
an IF effect so it doesnt miss timing) and destroy
up to 2 of your opponents cards.
Simple Math
Your opponent used MST
you used Sanctum
Sanctum 1-1's into Morraltach
Morraltach/Sanctum can potentially each destroy
something
So you've thinned your deck by 1, taken away
anywhere from 1-3 of your opponents cards, and you
realistically gave up NOTHING. If that isnt GOOD,
nothing is.
Traditional - 2.5/5 I'm down the middle, it can
disrupt plays, but with the FTK aspect of
Traditional it's a lot harder to justify a trap card
that doesn't do something absolutely broken. This is
good, great even, but not broken
Advanced - 4.5/5 Absolutely amazing and the most
necessary card for the archtype. Hopefully we see
another decent Artifact card in the near future
since the ones confirmed in DUEA are a tad
underwhelming
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