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.

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Blood Sun Discussion

kamarupa on The Outcast, and his flock of lands

1 month ago

Because of Blood Sun, Izzet Boilerworks wouldn't enter tapped and you wouldn't have to return a land to your hand. It would just be a sort of ramp effect.

If you ran Crucible of Worlds, then Countryside Crusher would give you a really consistent mana base while also thinning your deck. Kind of wonky, but I thought it was worth mentioning.

Happymaster19 on Azkaban: A Prisoner's Primer [W/r Enchantments]

1 month ago

fluffyeel Ajani Vengeant is sweet but straying too far from the enchantment core weakens cards like Greater Auramancy, Sphere of Safety, and Idyllic Tutor. It also weakens the suggestion of Mesa Enchantress.

I really want a Defense Grid effect in here and may still consider it for the sideboard. Control is definitely one of the deck’s weaker matchups. I want to test it more before devoting slots to an artifact. Pithing Needle is a rare exception because it really boosts our matchup against those control decks as well as Tron (one of the deck’s weakest matchups).

Considering this weakness to Tron, Blood Moon absolutely overrules Blood Sun. The deck struggles much more with Engineered Explosives, Ugin, the Spirit Dragon board wipes, Ratchet Bombs, Qasali Pridemages, etc than Academy Ruins, Gavony Townships, Azcanta, the Sunken Ruins, etc. The card draw on Blood Sun is appealing but simply doesn’t matchup to the combined forces of Pithing Needle and Blood Moon. Perhaps some number of Temple of Triumphs could help in the card advantage department but the Needle and Moon haven proven WAAAY too necessary.

As you may notice in our virtually non-existent creature base, we can blank removal spells by skirting creatures. If you got a Path to Exile for Heliod, God of the Sun, good for you. If you want to blow Fatal Pushes or Paths on angel tokens, go for it. One of the sweet combos is Heliod and Porphyry Nodes and adding the Enchatntress makes it harder to slam. If I were to consider any card advantage engine, it would probably go to Endless Horizons.

Thanks for your thoughts!

Happymaster19 on Azkaban: A Prisoner's Primer [W/r Enchantments]

1 month ago

fluffyeel Ajani Vengeant is sweet but straying too far from the enchantment core weakens cards like Greater Auramancy, Sphere of Safety, and Idyllic Tutor. It also weakens the suggestion of Mesa Enchantress.

I really want a Defense Grid effect in here and may still consider it for the sideboard. Control is definitely one of the deck’s weaker matchups. I want to test it more before devoting slots to an artifact. Pithing Needle is a rare exception because it really boosts our matchup against those control decks as well as Tron (one of the deck’s weakest matchups).

Considering this weakness to Tron, Blood Moon absolutely overrules Blood Sun. The deck struggles much more with Engineered Explosives, Ugin, the Spirit Dragon board wipes, Ratchet Bombs, Qasali Pridemages, etc than Academy Ruins, Gavony Townships, Azcanta, the Sunken Ruins, etc. The card draw on Blood Sun is appealing but simply doesn’t matchup to the combined forces of Pithing Needle and Blood Moon. Perhaps some number of Temple of Triumphs could help in the card advantage department but the Needle and Moon haven proven WAAAY too necessary.

As you may notice in our virtually non-existent creature base, we can blank removal spells by skirting creatures. If you got a Path to Exile for Heliod, God of the Sun, good for you. If you want to blow Fatal Pushes or Paths on angel tokens, go for it. One of the sweet combos is Heliod and Porphyry Nodes and adding the Enchatntress makes it harder to slam. If I were to consider any card advantage engine, it would probably go to Endless Horizons.

Thanks for your thoughts!

fluffyeel on Azkaban: A Prisoner's Primer [W/r Enchantments]

1 month ago

Some versions of this kind of prison deck I've seen also run Ajani Vengeant as a win condition/control card, though they also have the ability to power it out turn 2 (which I've taken advantage of...).

Another idea of potential usefulness is Defense Grid, which helps to screw over your opponents interacting with you. Maybe Blood Sun could be another option for screwing over your opponent's lands (ex. manlands), plus it cantripping on cast is of potential use.

A last thought is that, with the number of enchantments you have, Mesa Enchantress could be useful for card drawing, but it's perhaps ancillary and not vital here...

kamarupa on The Outcast, and his flock of lands

1 month ago

With Blood Sun already in the mainboard, have you considered Izzet Boilerworks?

Some artifacts that might help:

Expedition Map

Crucible of Worlds+any fetch land or Countryside Crusher

With so many artifacts, I'd think running 1xBuried Ruin would be beneficial.

up to 4xGhost Quarter - once you get 7 lands, you can sac one and target one of your own lands to trigger your Outcast.

Scarvis on Lands for the win

1 month ago

update removed 4x Blood Sun 3x Thaumatic Compass

added 2x The Mending of Dominaria 1x Sylvan Awakening 4x Ixalli's Diviner

Scarvis on Lands for the win

1 month ago

Thank you for your suggestions EDedan

Blood Sun was included mainly for the card draw and can hose Field of Ruin and other man lands.

I thought about cards like Grow from the Ashes and Ranging Raptors but those cards rely on basic lands, and we only run 5 basic lands so that Awakened Amalgam can grow each turn.

Wayward Swordtooth and Broken Bond help us ramp from our hand and not library so i dislike that idea...although Wayward Swordtooth would help with retrieving Multani, Yavimaya's Avatar from the graveyard and is a big beater...that might be a good idea ill try that out.

Sylvan Awakening is a good idea, I saw it but wasn't sure how good it'd be...it would be nice to push through for the kill.

Jadelight Ranger, Merfolk Branchwalker, and Ixalli's Diviner utilize the explore mechanic and since it does help with card draw filtering, I have been using treasure map and Thaumatic Compass for filters and card draw...ill play around with the numbers and see how it flows...

thanks again for your input

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