The Sacred Waters in the Sky
The Sacred Waters in the Sky

The Sacred Waters in the Sky – #GFP2-EN013

Activate 1 “The Sanctuary in the Sky” directly from your Deck, or add 1 monster that mentions “The Sanctuary in the Sky” from your Deck to your hand, then, if “The Sanctuary in the Sky” is on the field or in either GY, you can gain 500 LP for each “Hyperion” and “The Agent” monster you control. If your monster that mentions “The Sanctuary in the Sky” would be destroyed by battle, you can banish this card from your GY instead. You can only use each effect of “The Sacred Waters in the Sky” once per turn.

Date Reviewed:  June 7th, 2022

Rating: 3.90

Ratings are based on a 1 to 5 scale. 1 is awful. 3 is average. 5 is excellent.

Reviews Below:

KoL's Avatar
King of

Hello Pojo Fans,

The Sacred Waters in the Sky should’ve been released with “The Sanctuary in the Sky”.

Normal Spell search for “The Sanctuary in the Sky” that plays it directly from your Deck, yes. Another direct way to get to your Field Spell, however, this one is far less likely to get negated since it isn’t a monster. You could also search a monster that mentions said Field Spell in its text, which widens your search parameters. Depending on your situation either will get your plays going, though this is a generic search for using monsters that mentions the Field Spell, but are used in other decks that may not run the Field Spell entirely.

The bit of LP gain you can get for each “Hyperion” and “The Agent” you control when you play The Scared Waters in the Sky can be substantial, but likely you’ll only be getting between 500-1000LP if any because this card is a good turn starter versus a summon then play of this card. Banish this to protect a monster from being by battle if it mentions “The Sanctuary in the Sky” is a nice added piece of protection, though you’d like to see it cover all avenues of destruction.

There are a few ways to get to “The Sanctuary in the Sky” but I like this one the most. It takes the least amount of setup and can get you more than just that one card if you already have it. A search for Hyperion, Agent, and Sanctuary in the Sky rolled into one with some soft LP gain potential and once battle protection all cost free make this a great card.



Until Next Time


Crunch$G Avatar

Next up this week brings us a new searcher for your Sancutary in the Sky friends, The Sacred Waters in the Sky.

Sacred Waters is a Normal Spell that upon activation lets you either activate a The Sanctuary in the Sky directly from the Deck or search for a monster that mentions The Sanctuary in the Sky in its text, which is pretty good to get to some of your Agent stuff. Can’t search everything, something like Venus is out of the question sadly, but you still got Earth, Uranus, Neptune, and your Hyperions. Too bad we don’t have a card always treated as The Sanctuary in the Sky to activate off this, cause as I’ve already said, it’s still subpar, even if you do play it now. There’s a bonus effect if The Sanctuary in the Sky is already on your field or in your graveyard, so works with some of the cards that treat themselves as Sancutary on field or in grave, letting you gain 500 Lp for each Hyperion and The Agent you control. It’s not a major bonus effect, but it’s nice to have. Not something you have to worry about losing if you don’t have The Sanctuary in the Sky anywhere. Final effect protects a monster that mentions The Sanctuary in the Sky in its text from destruction in battle by banishing this card from the grave, which is fine protection, but I wish it protected from card effects as that’s more likely. Hard once per turn on each effect, of course. It’s a good search card for your monsters related to The Sanctuary in the Sky. If you really had to, I guess it’s nice to be able to activate The Sanctuary in the Sky from Deck now, but Agents don’t have an issue getting to that anymore.

Advanced Rating: 4/5

Art: 5/5 I imagine this is part of the Sanctuary we don’t get to see, very pretty.

Dark Paladin's Avatar

The Sacred Waters in the Sky is a Normal Magic, and definitely an improvement over Sanctuary in the Sky.  This allows you to activate Sanctuary, directly from your Deck, no less, if you choose.  Activating anything from your Deck is a tremendous ability.  But, you can instead choose to add a Monster from your Deck to your Hand, so long as said Monster also mentions Sanctuary in its text.  Nothing wrong with that either, and both options here are an honest 1-for-1, which I’m always a fan of.  Furthermore, yet, you gain 500 Lifepoints for each Agent and Hyperion Monster you control, if Sanctuary exists on the Field or in either Graveyard at the time.  That Lifepoint boost is negligible, and though these guys do like to be in the lead for various (generally attack boosting) effects, that’s more or less just a bonus here.  And, you can get a once over Battle protection for a Monster of yours (again as long as it mentions Sanctuary) by removing this card from your Grave from play.  So this card nets you your Field Magic, or the Monster you need, likely grants you a small LP boost, and can protect you once.  That’s an awful lot of good for one Normal Magic.

Rating:  4/5

Art:  4/5  This is pretty, although a little simple.  I’m not sure what I’d change, but it feels a bit lacking

Mighty Vee

The Agents get another boost in consistency and search power with the aptly-named The Sacred Waters in the Sky, a normal spell with two hard once per turn effects. Upon activation, you can either activate a The Sanctuary in the Sky directly from your deck or search any monster that mentions it in its text, making it overall a solid and flexible ROTA. As a bonus, if The Sanctuary in the Sky is on the field or in either Graveyard (odd), you can recover 500 Life Points for each The Agent and Hyperion monster you have on the field. While Life Point gain isn’t the most useful of effects, it’s fine since it’s on top of a search effect anyway. The other effect of Sacred Waters allows you to banish it from the Graveyard to save a monster mentioning The Sanctuary in the Sky from being destroyed by battle. Like the Life Point gain effect, it’s usually not too useful (though it can save a Hyperion from getting beaten over), but you might as well use it when you can since there’s no downside to it. Not much else to say about it, it’s overall a great card to help boost the consistency of your Agent combos, with some bonus effects to help in emergencies.

Advanced: 4/5

Art: 3.75/5 Nice locale, as with most of the Sanctuary spells and traps.


As if the Agent series didn’t possess enough ways of getting to “Sanctuary in the Sky”. Well, I guess I shouldn’t complain. I mean, can you really have too many ways to search for SitS when it’s completely vital to the Agents’ playstyle?
Sacred Waters Metaverses SitS into Play OR searches a Monster that mentions it. It then gives you some Life Points, but that probably won’t matter too much (unless you’re worried about losing to Time in certain matchups that deal small amounts of burn damage).

As with most modern Spells, Sacred Waters can Banish itself from the Grave in order to something. This “something” is: protect a Monster that mentions SitS from Battle Destruction once. Wow. Rivetting.

This card is simply a ROTA for the Agent / Hyperion strategy and nothing else really. To be fair, it’s not like it needed to be THAT much more as 3 copies of ROTA for these Fairies gives them a necessary consistency boost.

Advanced Rating – 3.5/5
Art – 4.5/5

Visit the Card of the Day Archive!  Click here to read over 4,000 more Yu-Gi-Oh! Cards of the Day!