Blood Sun


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

Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare

Combos Browse all

Blood Sun


When Blood Sun enters the battlefield, draw a card.

All lands lose all abilities except mana abilities.

Blood Sun Discussion

PlatinumOne on Daretti's Hate Cannon

3 weeks ago

the reason not to run fetches is that they do not thin your deck by any significant amount, and you do not need the color fixing. Price of Progress and Blood Sun are certainly not bad in edh. they are very high quality cards. Price of Progress is used a lot in legacy, and in commander its potential for damage is even higher.

PlatinumOne on Daretti's Hate Cannon

3 weeks ago

since you're using so many nonbasic lands, i wouldn't recommend Ruination . definitely drop the fetchlands. you don't need the color fixing, and the minimal deck thinning isn't worth the 1 life. if you switched the land base entirely to just basic mountains, then you could use Ruination as well as Price of Progress and Blood Sun

Saljen on Temur Gate Mind

2 months ago

@vomitpile - No issues with mana, 24 is a lot. The main issues I run into are that our turn 1 and 2 are a little slow if we don't draw an Amulet of Vigor , but a turn 3 Blood Sun or Chalice really wrecks a ton of decks in Modern.

Wredny_Dziad on THE Maelstrom Wanderer EDH

3 months ago

Hi, first thing I noiticed is that you have only one point removal on instant. My meta shifted to more competetive recently and I had to disrupt very fast voltron commanders like Rafiq of the Many . Try these: Rapid Hybridization , Pongify , Reality Shift , Krosan Grip and Cyclonic Rift <- this card is great, because in early game you can buy some time, cascading into it isn't bad, but casting it from hand with overload will hurt your opponents so much (casting it at end of opponent's turn means no blockers). Try out Thunderfoot Baloth - trample and +2/+2 to all creatures is sweet, and Selvala's Stampede - after first commander cast you won't have mana to play cards from hand, this card allows to put permanents (not only creatures) and one is guaranteed. Putting creatures from library is also very good. Magus of the Mind if you have one blue mana left after cascades you can sacrifice him (Wanderer gives him haste) and exile 4 cards from top and play them for free (try it out with Strionic Resonator or clones if more mana is avaible)! Look at Kessig Wolf Run - with commander on battlefield and no cards at hand still you can be dangerous. I don't know why you use: Domri Rade - his first ability is some kind of draw but it won't work in every case, second ability is on sorcery speed and that could be too late, Blood Sun distuption isn't very harming and cascading into it would give nothing.

KaladeshKat on Gates of Temur

3 months ago

In decks that run a lot of gates, Blood Sun is great. It essentially turns all of your lands into the original duals like tiaga lol.

I would probably pick a theme and stick with it. Either make a full on gates deck, a jund midrange/control deck with normal mana, or a rackdos/BRx deck centered around captive audience.

Daarkest on Budget rainbow Lich

3 months ago

With 22 gates, shouldn't you run 1 more Blood Sun. Otherwise you have to wait each turn b/c of the tapped ability

Saljen on Black Moon [BR Control]

3 months ago

Blood Sun is pretty great in the side board, as it just shuts down a ton of decks and fetch lands. Honestly, I could see a build of this where you run a few in the main board if you knocked down your number of fetch lands a bit. It hits basically every deck, and totally shuts down Tron and Valakut and many other archetypes.

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Blood Sun occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%