Sanctuary Card

Sanctuary is a 2 Mana Cost Epic Paladin Spell card from the Descent of Dragons set!

Card Text

Sidequest: Take no damage for a turn. Reward: Summon a 3/6 minion with Taunt.

Flavor Text

Few quests are completed by cowering under a table.

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  1. Tricklas
    December 8, 2019 at 8:24 am

    I wanna agree with WizNan. I belive most people underestimate this card. If aggro pala plays this on turn 1 with the coin, you get a 3/6 which protects your other minions (ON TURN 2!). This is so impressive, that I feel like this card is a faster and harder to count fladshling. The only thing your opp could do is permanently waste 2 mana to ping your face but then you have the value of 2 wild growth in a 2 mana card. I don’t say this works everytime but I think that if it works on turn 2 (or earlier) you win in 90% of the matches. Of cause this is a bad topdeck if you fall behinde but for that enorm potential this is instantly a 5/5

  2. Spidermannerdlikeme
    November 29, 2019 at 11:41 am

    This can trigger on your turn right? That’s not too bad. 6/10

  3. Omnitarian
    November 26, 2019 at 3:51 pm

    Wow, this is a really hard card to judge.

    For one thing, I don’t think you play this with Time Out. That’s a 2 card 5 mana combo to summon a 3/6 taunt and prevent some face damage, not the best. With Holy Wrath Paladin, we’ve seen Time Out is only really good to play at the last second to prevent lethal (and work toward your wincon), it’s not a card you decide to run just for the “armor” it gives.

    I’m thinking the best use of this card (other than not running it at all, cuz it’s too finicky) is hoping to draw it early and punish slow decks, or an opponent that mulliganed badly. Even if your opponent is forced to use their Hero power on your face every turn, that’s 2 less mana they have to work with each turn lest they get punished pretty bad. Against aggro you have to shoot for weaving this in alongside some removal around T6, and activating the taunt when your opponent reloads the board.

  4. WizNan
    November 26, 2019 at 11:36 am

    Wait, wait, wait. Why is everybody complaining about this sidequest is unplayable against rouge, druid, mage, etc. Take mage as an example. Have you ever seen a mage player who wanted to ping the opponent’s face? No. They may do, because of the high costed curve, so that they can’t play anithing on T2. And the next turn? They have to spend 2 mana on each turn (when they don’t have like minions or something to deal dmg, but even in that case they can’t trade) or you’ll get a 3/6 for 2 which is the main reason they pinged your face. I guess it fits in Highlander pally better than OTK, thanks to that deck’s playstyle. HL Paladin wants to outtempo the opponent, and forcing them to not trade at least one of their dmg (minions, HP, spell) is insane. It will need a nerf if the mate will be suitable for Highlander Paladin. Also playable in OTK, but a bit worse. 5.5/5

    • Spidermannerdlikeme
      November 29, 2019 at 11:42 am

      That’s a good point, forcing your opponent to go face is really powerful, especially if you have enough secrets up

  5. ActualWaterfowl
    November 26, 2019 at 11:06 am

    Definitely could put non-Mage control decks in a pickle in the early game. I think the speed of the meta will probably have a significant impact on this card’s playability. I suppose it has synergy with Time Out! but that seems a little too cute to be worthwhile.

  6. EksSkellybur
    November 26, 2019 at 10:41 am

    2 Mana Sidequest: Can’t play against Druid, Hunter, Mage or Rogue in General.

    So already this card has flaws because about 5 of Hearthstones’ Classes have some form of damage, especially with mage and hunter being able to go pass through your minions with their Hero Power. On the other hand, if that isn’t the case, a “2 Mana 3/6” is nice, but unlike Mage’s free 6/6 Body just for doing normal Mage Stuff, Paladin has to take No damage in General. So If you’re playing Sanctuary, your also pretty much forced to play Time Out! Now Granted, this isn’t always the case, even for Mage, and I guess we just have to play clever with Sanctuary up against some of the more slower classes of Hearthstone such as Control. They won’t always be able to spam their Hero Power just for the sake of stopping your sidequest at all costs, but it’s pretty much near possible against something like Midrange hunter, since he has just enough cards to be sustainable enough to handle some of what Control Decks have to offer, yet still find a way to deal 2 damage to the face.

    Maybe there’s something that I’m completely missing since people are praising this card and I don’t see it (yet. I’m sure someone will reply and tell me a strat that I don’t know yet.) We’ll just have to experiment with what we can accomplish, or what future Expansion cards can give us, but right now, It’s looking like you’ll need Time Out! 2 Stars.

    • WizNan
      November 26, 2019 at 11:41 am

      Wrong! The best thing you can do in the game is to force your opponent to do something that they dont want to do. They don’t want to ping your face every turn, so if they have to, it is excellent. If they don’t, you get a 3/6 for 2 mana, which has the most potential in mid-early game, but that is the part of the game where you don’t want to ping your foe’s face instead of doing some tempo, like AI or Messenger Reaven. The thing you probably forgot is that it is not for 1 turn but for eternety if it wouldn’t be activated. 4-6 stars, depends on how highlander/OTK paladin suitable the meta is.

      • Nikpan19
        November 26, 2019 at 5:35 pm

        But the problem is that control mage will probably have nothing better than pinging you in the second turn and aggro will most probably will have other ways to hurt you, so it doesn’t seem that it forces bad plays for your opponent in any case.

  7. Sparkz
    November 26, 2019 at 9:13 am

    This is actually insane even without Time Out… You play this, and eventually, you’ll end up with the reward… It’s purely a matter of time. Because another thing here is you play this turn 2 into a turn 3 deathlord (wild) and you’re set. Even in standard, but put a solid taunt up for a turn or so will be very effective way.
    Another thing to consider with this is that in playing this secret, you’re going to be running it in a control deck anyway, forcing your opponent to smorc can often lead to bad decisions where they should have traded.
    Honestly an easy 5/5 (you might think 4/5 but this card will never be nerfed I think)

    • WizNan
      November 26, 2019 at 11:43 am

      You’re right, it is one of the strongest cards in the new expansion.

    • Nikpan19
      November 26, 2019 at 5:24 pm

      The problem with this card is that when it is activated easily (against control decks) its almost irrelevant because its too slow and a 3/6 taunt isn’t a big threat for a control deck, and when it is relevant (against aggro decks) it may never activate because aggro will love to punch your face. The only scenario i think it would be really good it would be against aggro IF you coin it out on the first turn and IF he missed his one drops and IF he can’t damage you with his hero power. Otherwise you would prefer to hero power on the second turn than playing this. I think it’s very inconsistent withnd it want see constructed play

      • Sparkz
        November 26, 2019 at 6:38 pm

        Here is the thing though, as a control paladin and more than likely highlander, how many turn 2 plays will you really be doing? It would be a replacement for several of your other less powerful two drops. Later in the game against aggro this 3/6 taunt will hardly decide the course of victory I think. And against control decks, it’s easy value.

        • Nikpan19
          November 27, 2019 at 5:03 am

          Yes, of course ,it feels nice on curve in certain circumstances, but later in the game against aggro decks it will be very difficult to get that taunt. If the aggro deck is not able to damage you it means that you have, more or less, stabilised and you would probably win anyway. It does totally nothing when you are behind (except of course if you combo it with time out, which i think isn’t enough). Against control decks of course a two mana 3/6 would give you good value, but it’s too slow. You need to pay two mana to play it first, next turn you most likely summon the taunt and you need one more turn to attack with it. Control decks will have plenty of time to deal with it.

    • TallJake26
      November 27, 2019 at 3:49 pm

      Sure, it is a two mana 3/6 with taunt. But it’s a 3/6 with taunt that is heavily delayed.

      Imagine drawing this on, say, turn four or five. You spend two mana, as well as a card, on this. Then, maybe two turns later you get the 3/6, which just isn’t very impactful anymore.

      I’d rather just put a solid body in my card than rely on an delayed, unreliable quest like this.

  8. NinjaWXYZ
    November 26, 2019 at 6:58 am

    The synergy between Time Out and this is insane. Without it, this card is ok. If you’re going against hunter, mage, maybe even Druid or rogue. They can easily prevent this from activating but they have to use their hero power then. This could be useful still because you force your opponent to use their hero power.

    • 808mafiabruh
      November 26, 2019 at 8:06 am

      Nah man I think this card is insane, easy 2 mana 3/6 taunt because it says take no damage for A TURN, not your turn, not your opponent’s turn in particular, so you can always just play this in your turn and do trades with your minions and then summon a 3/6 taunt at the end of your turn.

      • NinjaWXYZ
        November 26, 2019 at 8:20 am

        This has to be an opponent’s turn other wise it is literally a 2 mana 3/6 with taunt

      • Thraben
        November 26, 2019 at 8:26 am

        Dude you understand it wrong. You play this, end turn and then if the opponent doesn’t damage you on their turn this triggers at the start of your next turn. It’s obviously not a “2 mana 3/6 taunt”, that would be beyond broken. Is it good? Yeah IF you don’t get damages. Against aggro decks this is a dead card and also keep in mind that sidequests don’t start in your hand. This card is extremely great if it starts in your hand and it’s a slower matchup but imagine drawing this on like turn 6 when the opponent is ahead, even if you manage to pull off a 3/6 taunt it won’t mean that much at that point of the game.

        In a perfect world this card is extremely powerful but if you look at the flaws realistically then it’s alot worse than it seems. IMO this is the worst of the side quests by far.

    • ActualWaterfowl
      November 26, 2019 at 11:09 am

      It seems likely that Sanctuary has to “see” an ENTIRE turn (that is, it has to see the turn start and then end) where you don’t take damage to trigger. Otherwise, it’d literally just be a 2 mana 3/6 that happens to proc Counterspell.

  9. Orasha
    November 26, 2019 at 6:37 am

    The synergy with Time Out! is the most obvious application, but I feel like there are more applications as well. Some classes/playstyles generally can’t deal damage on t2 (like slower Priest decks), while others have to disrupt their gameplan (coining this on t1 vs Quest Druid seems good, since they generally don’t want to hero power on 2 because it won’t go towards their quest). Even against classes with more damage, this can create situations where your opponent needs to go face with something when they would rather trade, which could be pretty good.

  10. Jed
    November 26, 2019 at 6:18 am

    Sanctuary! Sanctuary! Please give us sanctuary!


  11. Lluadian
    November 26, 2019 at 5:45 am

    Considering pally has time out this quest isn’t hard to complete. And it also puts pressure on some opponents to attack the pally instead of trading. Heck coining into this on turn one is a rather big threat for some decks.

  12. MJT3ll3r
    November 26, 2019 at 5:27 am

    Wait. Is this “2 mana, get a 3/6 taunt at the end of your next turn or if you’re lucky a 3/6 charge taunt”?

    • Joeydungee
      November 26, 2019 at 6:04 am

      I believe 1 turn counts both your turn and your opponents (or perhaps just your opponents, but that doesn’t seem right).
      So let’s say turn 2 you play this and end your turn. On your opponents turn, they aren’t able to damage you. At the beginning of your next turn, you’ve now spent a full “turn” taking no damage, so the 3/6 will summon.

  13. Thraben
    November 26, 2019 at 5:21 am

    Dead card against most aggro decks and something like mage, rogue and hunter that can easily damage you. Naturally that costs 2 mana for them but that’s not stopping them from doing it. This card is hard to rate as it depends on the upcoming meta alot but I can’t see this being that good if I’m honest.

    • Nephilim99
      November 26, 2019 at 5:43 am

      quest can trigger on your turn. So I guess against aggro or class that ping it will be summon a 3/6 taunt at the end of your next turn for two mana. Not so bad.

      • Thraben
        November 26, 2019 at 8:37 am

        You get it wrong. It says “a turn”, not “your turn” or “your opponent’s turn”. Your turn starts when an opponent ends his turn, that’s simply how it works.

        I totally understand why people are confused with this, I guess the better wording would be something like “At the start of your turn if you took no damage last a turn, summon 3/6 taunt” or something. It would be broken as heck if it worked the way you think.

        • Warpten
          November 27, 2019 at 5:05 am

          you play it on 2, end turn
          opponent faces, end turn
          you’re on 3, don’t self dmg, end turn -> you took no dmg for a turn, quest complete, get the 3/6t
          On 4 you can attack with it if it lived

          If you needed to not take dmg during your opponent’s turn, it should say opponent’s turn. If you needed to not take dmg for both their turn and yours, it should say two turns.
          It says one turn. Your turn is a turn. When you end your turn it should complete.

          It may not do what it says it does, but it clearly says it completes on your turn as long as you don’t self dmg.

  14. GlosuuLang
    November 26, 2019 at 5:14 am

    So pretty much a 2 mana 3/6 Taunt when comboed with Time Out! Melikes it for the Holy-Wrath-esque type of Paladin decks. It’s Paladin’s time to shine again.

    • 808mafiabruh
      November 26, 2019 at 8:08 am

      Nah man I think this card is insane, easy 2 mana 3/6 taunt because it says take no damage for A TURN, not your turn, not your opponent’s turn in particular, so you can always just play this in your turn and do trades with your minions and then summon a 3/6 taunt at the end of your turn.

      • GlosuuLang
        November 26, 2019 at 9:19 am

        I don’t think it works that way. If it does, it would be giving Paladin a 2 mana 3/6 Taunt with no downsides, which would be ridiculous. Pretty sure you have to go through a whole turn (i.e. your opponent will have a chance to hurt you in their turn before this activates). I’m now thinking it can be pretty good vs classes like Priest. If you’re on the play and they didn’t play a 1-drop, you playing this on T2 is pretty much guaranteed to be a 2 mana 3/6 Taunt, which is pretty good.

        • 808mafiabruh
          November 26, 2019 at 11:05 am

          Yeah I know what you’re saying dude that why I said this card is insane. I mean it literally says ‘A turn’, which means it should work if you play this at the beginning of your turn and then press the end turn button, cause that is the end of a turn, otherwise they should change it to ‘during your opponent’s turn’. But then the card would be complete garbage.