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Pojo's Yu-Gi-Oh! Card of the Day
Daily Since 2002!

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

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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.


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


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


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!


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
Art-3.5/5- All the Artifacts are gathered in a Fate/Sky-like setting. I like it


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


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


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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