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Moxonomy

Inner Sanctum

Enchantment1 generic manaWhite manaWhite mana

Total creature-damage prevention sounds like a fortress, and that is exactly the problem the cumulative upkeep meter was built to defuse: left running forever, a blanket shield over your team would simply switch off combat and several burn plans besides. So the card prices that lockdown as a clock instead of a fee. Nothing the first turn, then 2 life, then 4, then 6, climbing until the math eats you alive. You are not buying the enchantment; you are renting it, and the rent accelerates. That reframes the whole card around timing: it is a stall you reach for once the board has already turned against you, a few turns of breathing room to stabilize, untap, and resolve whatever ends the game before the life payments outrun your race. Hold it too long and it sacrifices itself or bleeds you out, which is the elegant cruelty of the cumulative upkeep era: the best defensive cards of the period were written to expire on their own, so the prevention shield and the life clock are the same clock. It belongs to a generation of enchantments that traded permanence for a cheap entry cost, a trade modern design has largely abandoned in favor of cleaner one-shot effects that do not ask you to keep paying for a board state you already won.

Inner Sanctum (wth)
WTH · #18rare
Pricing
Normal: $1.01
Foil:
Oracle Text

Rules text

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) Prevent all damage that would be dealt to creatures you control.
Legalities

Format Status

Standard
N/A
Pioneer
N/A
Modern
N/A
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
N/A
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
Legal
PreDH
Legal
Pauper Commander
N/A
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
N/A
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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