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 Post subject: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 12:38 pm 
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Settle down, Blood Moon. Here comes the sun.

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-Shuts down manlands.
-Shuts down fetchlands completely (not even the 'they can produce red mana now' Blood Moon gave them).
-Shuts down most token-generating lands, and other utility lands that aren't just mana gushers.
-It's a cantrip.


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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 12:46 pm 
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Can't wait to see some 8-blood modern decklists.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 12:53 pm 
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Well, the strong thing about Blood Moon is that it wrecks mana abilities. If your Temple Garden can no longer make green or white mana, and if you have no other ways of making white or green mana, then Blood Moon is effectively a land-destruction spell. This doesn't wreck those lands' abilities to make mana, so modern shouldn't be affected by it. What it does do is prevent Eye of Ugin from reducing the costs of colorless things.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 12:59 pm 
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Yarium wrote:
Well, the strong thing about Blood Moon is that it wrecks mana abilities. If your Temple Garden can no longer make green or white mana, and if you have no other ways of making white or green mana, then Blood Moon is effectively a land-destruction spell. This doesn't wreck those lands' abilities to make mana, so modern shouldn't be affected by it. What it does do is prevent Eye of Ugin from reducing the costs of colorless things.

It does make fetchlands completely useless, so that's something, but maybe it's too slow for that to be relevant.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 1:08 pm 
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The thing that makes blood moon strong is that it is actually : You win the game

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 1:12 pm 
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LMAO JUST FKN LMAO IF YOU ARENT FLOATING FOR ABRUPT DECAY

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 1:13 pm 
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Yeh, the net effect of this is:

Fetchlands and Urborg, Tomb of Yawgmoth and Eye of Ugin become completely useless. They don't even make R like they would under blood moon.

All enters the battlefield effects - both triggers and replacements - shut off. This means bouncelands enter untapped and don't bounce anything. Shocks enter untapped and don't shock you. Lotus Vale and Lake of the Dead enter the battlefield without pain. Fun with Dark Depths and Glacial Chasm abounds... (they'll be nothing lands that enter the battlefield with no pain and no counters, but once you make the Sun go away...)

City of Traitors won't go away when other lands arrive. City of Brass won't hurt you (Mana Confluence still will!).

Cavern of Souls that land after this won't get to name a creature type. The ones that landed before are unaffected.

Wasteland and Strip Mine and activateable manlands don't get to have fun anymore.


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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 1:27 pm 
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Damn, this card is really good.


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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 2:43 pm 
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Yeh, the net effect of this is:

Fetchlands and Urborg, Tomb of Yawgmoth and Eye of Ugin become completely useless. They don't even make R like they would under blood moon.

All enters the battlefield effects - both triggers and replacements - shut off. This means bouncelands enter untapped and don't bounce anything. Shocks enter untapped and don't shock you. Lotus Vale and Lake of the Dead enter the battlefield without pain. Fun with Dark Depths and Glacial Chasm abounds... (they'll be nothing lands that enter the battlefield with no pain and no counters, but once you make the Sun go away...)

City of Traitors won't go away when other lands arrive. City of Brass won't hurt you (Mana Confluence still will!).

Cavern of Souls that land after this won't get to name a creature type. The ones that landed before are unaffected.

Wasteland and Strip Mine and activateable manlands don't get to have fun anymore.


Some of these interactions seem broken

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 2:50 pm 
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So much fun to be had with this card, I love it!!!


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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 2:57 pm 
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I don't know what effect it's going to have but it's a game changer.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 3:24 pm 
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I'm having a hard time deciding on if per-ordering this at $7 each is worth it or not....I mean, I'm already sitting on copies of Blood Moon and Magus.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 4:12 pm 
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This is a fun card, but it's no Blood Moon.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 4:23 pm 
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Now we need Blood Planet to complete the cycle.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Thu Jan 04, 2018 8:59 pm 
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If there is one card to speculate in this Set, this is the one.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Fri Jan 05, 2018 10:27 am 
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I'd drop my 3x Trinispheres to make room for Blood Sun in my Dragon Stompy.

I would not do like one guy at my LGS did with Savage Knuckleblade and buy a load of these, however.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Fri Jan 05, 2018 5:17 pm 
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I don't really see this card being remotely playable, at least not as a hoser.
Doubt there are any combos worth it either.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Fri Jan 05, 2018 5:24 pm 
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Man lands are heavily played in Modern control decks as an additional win condition. That, and the fetches, and Wasteland effects, and turning off the pain lands pings, might be enough to make it see play.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Fri Jan 05, 2018 5:37 pm 
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I might come around on it as a sideboard option as extra blood moons. You hit manlands, fetchlands, azcanta and valakut, which are all pretty noteworthy.

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 Post subject: Re: [RIX-ICD] Blood Sun
PostPosted: Sat Jan 06, 2018 2:08 am 
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good alternate choice for blood moon in commander

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