Blood Sun
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Magic: The Gathering
Mana cost
- Card type
- Enchantment
- Rarity
- Rare
- Indicative price
- 0.44 € · ★ 1.46 € · 0.42 $ · ★ 1.33 $
- Mana value
- 3
- Colour
- Red
Card text
When this enchantment enters, draw a card. All lands lose all abilities except mana abilities.
Format legality
- BrawlLegal
- CommanderLegal
- CompetitivebrawlLegal
- DuelLegal
- GladiatorLegal
- HistoricLegal
- LegacyLegal
- ModernLegal
- OathbreakerLegal
- PennyLegal
- PioneerLegal
- TimelessLegal
- VintageLegal
Legalities follow the imported catalogue; check format rules before a tournament.
Data imported on 2026-10-06 (UTC).
Indicative Scryfall prices, updated daily. ★: foil; ★ E: etched foil. EUR and USD represent different markets.
Printing information
- Illustrator
- Emrah Elmasli
- Card language
- English
- Release date
- 2018-01-19
Flavour text
As the struggle raged for control of the Immortal Sun, the world grew dark under a blood-red sky.
Rulings
A mana ability is an ability that produces mana, not an ability that costs mana.
If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.
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 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.
If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.
Land cards not on the battlefield aren’t affected.