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Blood Sun

two generic manaone red manaEnchantment

Card text

When this enchantment enters, draw a card.

All lands lose all abilities except mana abilities.

As the struggle raged for control of the Immortal Sun, the world grew dark under a blood-red sky.

Showing Rivals of Ixalan#92

Price

0.42 $

Foil 1.33 $

13 printings · up to 1.56 $

Daily estimate from Scryfall, not a shop quote.

Blood Sun rulings

  • A mana ability is an ability that produces mana, not an ability that costs mana.

  • Land cards not on the battlefield aren’t affected.

  • If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.

  • If a land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it applies. The same is also true of any other abilities of a land that modify how it enters the battlefield or apply “as” it enters the battlefield, such as the first ability of Unclaimed Territory.

  • If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.

  • If a land has an ability that continuously changes the types of other lands (such as Urborg, Tomb of Yawgmoth does), that ability will apply before Blood Sun removes that land’s abilities. If a land has an ability that grants abilities to other objects, Blood Sun will stop it from doing so.

Blood Sun format legality

Constructed

  • StandardNot legal
  • PioneerLegal
  • ModernLegal
  • Future StandardNot legal

Eternal

  • LegacyLegal
  • VintageLegal
  • PauperNot legal
  • PremodernNot legal
  • Old SchoolNot legal
  • Penny DreadfulLegal

Commander

  • CommanderLegal
  • OathbreakerLegal
  • Pauper CommanderNot legal
  • Duel CommanderLegal
  • PreDHNot legal

Arena & online

  • HistoricLegal
  • TimelessLegal
  • AlchemyNot legal
  • GladiatorLegal
  • BrawlLegal
  • Standard BrawlNot legal
  • Competitive BrawlLegal

Other

  • TLRLegal

All printings of Blood Sun 13

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Card data

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