Blood Sun

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Blood Sun

Enchantment

When Blood Sun enters the battlefield, draw a card.

All lands lose all abilities except mana abilities.

Price & Acquistion Set Price Alerts

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Blood Sun Discussion

raskolnikov93 on Pattern Recognition #91 - Mana ...

2 weeks ago

An article on mana denial and no mention of Blood Moon, which restricts both the amount and type of mana nonbasics can produce?

Alpine Moon and Blood Sun also deserve a nod as producing mana isn't the only worthwhile thing lands do, and these are effective in shutting off those abilities.

My absolute favorite land destruction spell also wasn't mentioned: Mwonvuli Acid-Moss.

Finally it seems odd to talk about mana denial without mentioning the auras that turn your opponent's lands into Islands like Spreading Seas, which restrict color and type and also support an islandwalk game plan.

Tbology on Guildgate Artifacts

1 month ago

Gate Defender Here is my deck, you might want to take a look.

Gleaming Barrier is a really great card to have for mana fixing. Yes, I do understand that taking them out for the treasure goes against the idea of control deck, but it is a guarantee mana of any color, it always serves me well when I just need that one red to play Deafening Clarion to wipe the board (my mana pool one have 3 lands for red) or ramping out Guild Summit for card draw, or turning my defense line in to a treat with Assault Formation, Arcades, the Strategist, etc. Since you run your deck with Blood Sun, I think you have less concern on mana fixing, but if you going to try out 50/50 mana pool, you probably need to add few cards for mana fixing. Just something that you might want to keep in mind.

I agree that Arcades, the Strategist always becomes the first target, so I never put the Glaive of the Guildpact on it. I only equip it on gargoyle to pressurize my opponent in mid to late game, so they have to deal with either arcades or gargoyle. When I dont have gargoyle out on the board, I put it on defender just for the vigilance and menace, it still gives my opponents a hard time. The more I play the more I realize that the key ability ofArcades, the Strategist is actually the card drawing, I usually can consistently drop 1~2 defenders on the board with Aracades just because of the card drawing ability. on top of the helps of guild summit.

There was one game that works ideally. I played a gate land to draw two defenders in hand (because of two guild summit on board), then I played two defenders out with arcades on board, therefore I drew another two cards (one defender, one gate land). Again, I played the last defender in hand, and drew one more card again (deafening clarion), tapped out. Next turn, deafening clarion for minor boardwipe, and swarmed in with all the defenders.

Glaive of the Guildpact only synergize with gargoyle in my deck and not really work well with defender since they are going to rely on the toughness solely, therefore I just put 2 in my deck for the gargoyle.

I think this defender idea won't work in standard as well as yours in my opinion.

In Standard, I think checkland probably a better choice for you since shockland is not gate anyway, why putting pressure on yourself to pay 2 lives in necessary situation, when you can use checkland to achieve the same goal.

Hope that helps

Tbology on Guildgate Artifacts

1 month ago

I am creating a guild gate deck with another approach, and this deck is giving me a lot of great idea (the one I am building is modern tho)

As you know, the weakness of using all tapped lands is that you can only cast a 2CMC creatures on turn 3, and blood sun on turn 4 (in the best scenario). By the time you get the manas, you already took some damages from opponent(Aggro even worse). This is way too slow and I think the easiest way to fix it is adjust the mana pool, 50/50 basic lands and gate lands. I totally understands that it feels good to have all the gate lands in mana pool, I did that at first too, but it is just not practical. For my game test, 50/50 basic lands and gate lands, doesn't effect much on the performance of Gatekeeper Gargoyle and Glaive of the Guildpact, but increasing your chances of surviving from aggro dramatically. Sum of all, the reason of 50/50 mana pool is getting Basic lands to build up your defense, and using District Guide and Circuitous Route to ramp out the gate later.

In standard deck, Gleaming Barrier, Suspicious Bookcase and Amaranthine Wall are great defender to put in. and As they are all 0/4-6, Deafening Clarion is a great minor boardwipe in the early game especially when you run in to a tokens deck. Arcades, the Strategist will shine in this deck if you solely using defender in the deck, all defenders turn into attacker all of the sudden.

Just my opinion, please tell me what you think. I need some feedback to

After seeing your deck, now i also want to put few Blood Sun in my deck to! lol

Ratgut on Guildgate Artifacts

1 month ago

Personally, I like the idea of this deck a lot, but I don't see a lot of synergies going on except for 'look, I'm playing a lot of guildgates'. I don't know a lot of MTG cards by heart, so in the next statement will be a fair bit of guesswork, but I believe it should be possible to have a more refined strategy and win condition going on while milking the gates for gains.

Right now, I think you've gto something nice going on with Chamber Sentry, Voltaic Servant and Glaive of the Guildpact. District Guide is a staple, but I'm not sure about Elvish Rejuvenator as it might not help you find the diversity you need in mid-late. Arn't there some 2 drop elves that let you look for lands?

Tezzeret is nice although I think he, as well as the rest of the deck, might grow too late for you to be still alive? Maby I'm doing the math wrong, but it seems as if this deck is building up all the way trough early game without a lot of protection. Sure, Voltaic Servant is a great card (actually, i'm taking notes here), but beyond that all you have is an elf or 2 to chum block with.

And it is great that by turn 4 you can cast a 5/5 Awakened Amalgam Which then can be equipped with Glaive of the Guildpact and next turn possibly hit for 11, but since it's an artifact creature (and by then, your only threat on the board) I don't expect it to live long.

The way I see it, this deck has some great potential, but needs to focus more on 1 particular win condition. Would you like to overrun you enemies with an Awakened Amalgam or Gatekeeper Gargoyle on gate-steroids? Make sure they survive long enough (and possibly have trampleGate Smasher). In that case, get a full set of Suspicious Bookcase in your main. Also don't underestimate what Lightning Greaves can do here

Maby also consider putting in some 1-2 drops that give you an edge (or protection) early game. Maby I'm making a too big deal out of this, but personally I'm a player that focusses a lot on the first 6 turns.. most of my decks either win or lose by turn 4-5-6. I'm not sure in what meta you playing but personally I'd perpare for that kind of agression.

For the rest; I would feel Blood Sun is more of a side deck card, Phyrexian Scriptures might be hard to get on the board due to the double black cost, and the guildgates have amazing art which is enough reason to play this deck in the first place... that should have gone on top.

Last; I notice quite a few ETB triggers. Maby it could be profitable to build some triggers on that by either bouncing or flickering or ...

Anyway, I think the deck is really interesting, and has the potential to be a mean machine if the strategy can be refined more. Good luck!

greyninja on Etali EDH: good, bad, terrible?

1 month ago

Thanks everybody for helping!

goblinguiderevealpls, I hear what you're saying. It's the best you might get out of a 6-drop general in one of the weaker colors. I've put effort into my wife's Aurelia deck to get some bang out of boros

This would be for multiplayer and casual-ish 1v1. I will be kind of... forcing it to be good; like you said. I found a Mana Crypt for "cheap" at ~$80 and decided to go for it and grabbed to promo Etali too

I've never really been interested in building mono until etali. You and I were on the same page looking at your suggestions!

TypicalTimmy, I definitely plan on running a lot of the protection, haste, and unblockable equipments. Might not go full voltron.

Blood Moon, Magus of the Moon, and Blood Sun are in there to be a pain in the ass. I've seen a few land destruction lists and it totally makes sense (as with any commander that gives you value for no extra mana costs)! I guess I'm just too friendly for that jazz. In a paid tournament setting I would though ;D

I kinda like your Charmbreaker Devils idea to get back extra combat spells and boardwipes; I appreciate the suggestions!

Gleeock, yuuup that deck looks evil! I'm going much more creature-heavy it looks like. Def hoping to focus on ramp and swinging asap before the opposition can get blockers out. If etali can't hold on I'll try to finish peeps off with dragons I guess. I'm more of a speed-to-the-finish-line over stax kinda guy. We'll see how I do! I might get rocked by control lol

Thanks again y'all! I upvoted some of your decks!

Icbrgr on Arena: Turning Skred Red into ...

1 month ago

agreed its nowhere near as good in all areas... more so just attempting to mimic it as close as possible...at least deck philosophy of skred red.

  • Shivan Fire caught my attention because of its ability to grow in the late game in the way skred gets stronger as more snow permanents are in play... perhaps Banefire would be more suitable in this aspect... idk still just an idea t this point.

  • mimicing Blood Moon is by far the toughest thing to do... is this the main thing you were getting at with not having the same factors in standard as modern Boza?... Blood Sun/Alpine Moon seem to be dead in all scenarios i typically come across/can think of in arena....but Damping Sphere might be good in those izzet matchups with Guttersnipe/Electrostatic Field/Niv-Mizzet, Parun... otherwise just might be nice to slow the creatures from being all dumped into play in one turn against the merfolk matchups or similar.

  • Sarkahn is no koth but i figure he's a better option than Chandra, Bold Pyromancer (i think anyway...) Have his abilities be used to ditch the least useful card in hand to hopefully topdeck something more relevent and his other ability to lay down a threat like Verix Bladewing and still leave mana open for another burn spell of even just pay that kicker cost.... his ultimate of 4 5/5 flyers is kinda cool but yeah its not koths emblem by a long shot.

Icbrgr on Arena: Turning Skred Red into ...

1 month ago

I have a crazy idea that maybe I can take a proven deck type like skred red and perhaps i can pull it off as a "strictly worse" variant in MTG Arena...like instead of Koth of the Hammer have Sarkhan, Fireblood...instead of Blood Moon have Damping Sphere/Blood Sun/Alpine Moon..... and instead of Skred... have Shivan Fire ext ect ect.

Here is the Deck list idea... anyone have any thoughts on this idea or suggestions?


MTG Arena: Mono-Red

Arena [BETA]* Icbrgr

369 VIEWS | IN 1 FOLDER


Poaralion on Goblin Matchbox [$55 Budget]

1 month ago

Thanks for the answer !

I agree, you shouldn't run more than 2x Siege-Gang Commander.

I didn't notice Goblin Cratermaker in your sideboard, sorry !

What do you want to target with the 2x Blood Sun ? Azcanta sure can be annoying but is it worth ? Or I am missing something ?

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