Home / Magic: The Gathering / Final Fantasy / Stuck in Summoner's Sanctum
Stuck in Summoner's Sanctum
NM
LP
MP
HP

Viewing offers in Near Mint condition

common · Enchantment — Aura

Stuck in Summoner's Sanctum

common · Enchantment — Aura · Final Fantasy
$0.14
Low
$0.16
Market
$0.20
High

Oracle Text

Flash
Enchant artifact or creature
When this Aura enters, tap enchanted permanent.
Enchanted permanent doesn't untap during its controller's untap step and its activated abilities can't be activated.

Card Details

-/-Power / Toughness
{2}{U}Mana Cost
1Prints

Character Background

Stuck in Summoner’s Sanctum reads like a magical lock bolted onto a relic vault: the moment it arrives, it taps down a key artifact or creature and leaves it stranded, unable to untap or activate its abilities while the Aura remains attached. That makes it an excellent tempo card, especially in blue decks that want to buy time, disrupt mana rocks, shut off utility creatures, or neutralize a threat just long enough to push ahead. Flash is the real edge here, letting you ambush an attacker, interrupt a combo piece, or blank an activated ability at the most inconvenient moment for your opponent. It pairs well with bounce, flicker, or sacrifice-aware shells that can reuse the tempo swing, and it gets nastier when aimed at creatures with tap abilities or artifacts that fuel a board engine. In a control deck, it is a clean, low-cost way to preserve initiative without needing to destroy the permanent outright.

Generated using gpt-5.4-mini

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Suggested Pricing
$0.14 - $0.20
At the current market price of $0.16.
Average Time to Sell
3 days
At the current market price of $0.16.

Public Decks Using This Card

No public decks are currently using this card.

Character Background

Stuck in Summoner’s Sanctum reads like a magical lock bolted onto a relic vault: the moment it arrives, it taps down a key artifact or creature and leaves it stranded, unable to untap or activate its abilities while the Aura remains attached. That makes it an excellent tempo card, especially in blue decks that want to buy time, disrupt mana rocks, shut off utility creatures, or neutralize a threat just long enough to push ahead. Flash is the real edge here, letting you ambush an attacker, interrupt a combo piece, or blank an activated ability at the most inconvenient moment for your opponent. It pairs well with bounce, flicker, or sacrifice-aware shells that can reuse the tempo swing, and it gets nastier when aimed at creatures with tap abilities or artifacts that fuel a board engine. In a control deck, it is a clean, low-cost way to preserve initiative without needing to destroy the permanent outright.

Generated using gpt-5.4-mini · Updated at 2026-08-11 18:40:43 UTC

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