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Blood Sun

Blood Sun

{2}{R}
Enchantment

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.

Illustrated by Emrah Elmasli

Formats
Not Legalstandard
Legalhistoric
Legaltimeless
Legalpioneer
Legalmodern
Legallegacy
Not Legalpauper
Legalvintage
Legalpenny
Legalcommander
Legaloathbreaker
Legalbrawl
Not Legalalchemy

This printing

Number#92
RarityRare
ReleasedJan 19, 2018
EDHREC rank#15,978

Prices

USD$0.40
USD foil$1.35
EUR€0.51
EUR foil€1.46
MTGO0.02 tix
Rulings (6)
  • If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.

    Jan 19, 2018 · Wizards of the Coast
  • 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.

    Jan 19, 2018 · Wizards of the Coast
  • Land cards not on the battlefield aren’t affected.

    Jan 19, 2018 · Wizards of the Coast
  • A mana ability is an ability that produces mana, not an ability that costs mana.

    Jan 19, 2018 · Wizards of the Coast
  • If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.

    Jan 19, 2018 · Wizards of the Coast
  • 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.

    Jan 19, 2018 · Wizards of the Coast

Printings (3)

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