Mythical Magic – Sunny Modern!

What’s up guys, today we will take look into new card that sees play in Modern; Blood Sun. Now will it be effective, does it have the power of Blood Moon, can it make a difference? We’ll see today and think about the scenarios that Blood Sun if effective and which kind of different scenarios it can be used in Modern. Here we go!



Blood Sun

The card is not Blood Moon, okay? There are tons of discussions comparing the Blood Sun into Blood Moon and it being called worse version of it. Then again, some people call it as an effect that Tron decks can run. But I don’t see Blood Sun having the effect of Blood Moon and I can’t see them being compared head to head. If we take a closer look of Blood Sun, it is closer to the design of Suppression Field. Sun and Moon are just different with one way or another.

So Blood Moon is played against utility lands in Modern and to color screw our opponents, which Blood Sun can’t do. Blood Sun does prevent fetchlands from activating when Blood Moon let’s them to be tapped for red mana. Blood Sun can destroy multiple opposing lands thanks to its interaction. The problem with Blood Sun is that when we play it turn 3 our opponent needs to have fetchlands in the first place and then again, they can crack them in response. Modern being super fast format and tapping down for an enchantement that doesn’t affect the battlezone is a huge liability. I think this has driven the playability of Blood Moon down as well.



How to Use Blood Sun

We can stop utility lands with Blood Sun, yes. Modern being vast format with big card pool, there are a lot of decks using utility lands. Most popular ones being: Inkmoth Nexus, Ghost Quarter, Celestial Colonnade and Valakut, the Molten Pinnacle. Using Blood Sun is in a case where we will not rely on utility lands and have to have the lands fetched or played before we hit the Blood Sun into the battlefield. So brewers and pilots will face some problems with Blood Sun.

Now, Blood Sun does give you a card draw when it enters the battlefield. This means that decks are able to run the card as an low opportunity cost. If we draw Blood Sun after our opponent has already fetched up their lands or they don’t use utility lands? Well, we can still cycle Blood Sun into another card and the effect will stay around for future turns.



Where does it land?

I think some Modern decks are able to run Blood Sun if needed or wanted. Affinity can run it but I think it will prefer Blood Moon in its sideboard. Skred Red is also another candidate to run Blood Sun but I think it sticks into the Blood Moon this time. WR Burn might want to use Sun instead of Moon if it is run fetchless. Storm and Tron are two decks that might like to run the new Sun card? What do you think?

So Storm deck might want to play Blood Sun? It was not rare to see turn 2 Blood Moon from Storm player but it locked them out of the blue mana. Enter a turn two Blood Sun, that does not mess with Storm deck’s mana. Sun improves Spirebluff Canal and Steam Vents, which is a bonus. They enter for free into the battlefield after Blood Sun! Another huge bonus is the cantrip out of the card, Storm is able to cast Blood Sun for another draw and add for the Storm count!

Tron lands still tap for huge loads of mana under the Blood Sun. But it also gives hate to common ways to destroy Tron lands; Ghost Quarter, Tectonic Edge and Field of Ruin being common answers to Tron in the current metagame. Affinity has also been tricky archetype for Tron as well as RG Valakut has been, a big mana deck that suffers under Blood Sun, unlike Tron. For Gx Tron, Blood Sun solves all land-based issues with cost of Sanctum of Ugin. Sun might become a sideboard staple in Tron but I see no place for it in the main at this time.



Blood Sun Jund Build

Creatures (8)
4 Thragtusk
4 Tarmogoyf

Planeswalkers (4)
4 Liliana of the Veil

Artifacts (8)
4 Amulet of Vigor
2 Engineered Explosives
2 Batterskull

Enchantments (4)
4 Blood Sun

Instants (4)
4 Fatal Push

Sorceries (8)
4 Ancient Stirrings
4 Collective Brutality

Lands (24)
4 Golgari Rot Farm
4 Rakdos Carnarium
2 Gruul Turf
4 City of Brass
4 Blooming Marsh
4 Blackcleave Cliffs
1 Forest
1 Swamp

Sideboard (15)
1 Grafdigger’s Cage
1 Nihil Spellbomb
2 Wurmcoil Engine
2 Kozilek’s Return
2 Ancient Grudge
2 Crumble to Dust
2 Maelstrom Pulse
3 Thoughtseize



That’s it for this time folks! Tell me what you think about the deck, the card and the article! Am I wrong or the there some potential in the card?

Like us on Facebook:

Follow us on Twitter:

My Twitter:

Subscribe to us on Youtube:


Mythical Regards

Roope Keskitalo


Comments are closed.