Blood Sun


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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


When Blood Sun enters the battlefield, draw a card.

All lands lose all abilities except mana abilities.

Blood Sun Discussion

Saljen on Temur Gate Mind

6 days 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

4 weeks 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

1 month 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

1 month 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]

1 month 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.

Daarkest on Budget rainbow Lich

1 month ago

Wow! I've seen the non-budget version of this deck and boy is it costly. But you've found a way to put your own twist on the deck while keeping at only $35. Blood Sun is crazy bc I didn't know about the Guildgate abilities being cancelled, and Guild Summit works so well. May I recommend one more Chance for Glory. I'll be sure to tell my friends about this deck. +1

Kjartan on Temur Gate Mind

1 month ago

I get that, but I disagree with it not achieving your game-plan.

If you have a Guild Summit out, Scapeshift draws you a ton of cards. And if you also have a Blood Sun or Amulet of Vigor out, it probably just straight up wins the game when it resolves if you have 7+ lands.

The problem is that it doesn't do anything on its own and that it's hard to find space for it.

raskolnikov93 on Pattern Recognition #91 - Mana ...

2 months 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.

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Blood Sun occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Red: 0.04%