Blood sun tron

by Sidelmaght on 15 January 2018

Main Deck (60 cards)

Sideboard (15 cards)

Creatures (6)


Sorceries (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Tags

  • Modern
  • Tron

Deck at a Glance

Social Stats

10
Likes

This deck has been viewed 4,475 times.

Mana Curve

Mana Symbol Occurrence

00049

Deck Format


Modern

NOTE: Set by owner when deck was made.

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Blood sun tron

And this is specifically why Blood Sun is my least favorite card from this set, losing Ghost Quarter as an out against Tron is huge. And to each of you running it I can't blame you, but I can glare at you unhappily.

2
Posted 15 January 2018 at 19:00

Permalink

Proof that the "fixed" Blood Moon isn't helping all that much. Also why I rate Blood Sun lower than Magus of the Moon on the mana land hate scale.

1
Posted 16 January 2018 at 04:59

Permalink

hmm... it does some good work, just in a different way. it turns off man lands, it turns off utility lands, and those lands that don't create mana become completely dead, instead of being mountains and still usable. in this case, it works for tron rather than against tron.

I think that rather than mana hate it is utility land hate. but it also allows for some interesting interactions offensively rather than defensively. like lands that normally come in tapped, don't. and the bounce lands that tap for 2 mana, don't bounce, allowing for faster ramp. so... blood sun is an odd duck card for sure.

0
Posted 08 February 2018 at 16:42

Permalink

Looking at it again, it looks like an attempt to "fix" Blood Moon, but creating another potentially problematic card (especially with the bounce lands) just in the opposite direction. Both Moon and Sun warp your mana base for you to take advantage of it. For example, Ponza runs about 8-10 Basic Forest, depending on the variation, with 8 fetches and 3 duals, minimizing the down side of Moon. Sun on the other hand would make you including lanfs with the ability to produce at least 1 mana, ie little to no utility lands. Doesn't change its spot on my land hate list, but does raise its usability (I now want to abuse those bounce lands).

Interestingly enough, most strategies that would abuse Sun are shut down by Moon.

0
Posted 09 February 2018 at 05:03

Permalink

Tron is getting even more challenging with this i guess

0
Posted 16 January 2018 at 07:36

Permalink

Oh that is fantastic. just another way i can die to tron.....I'm really just jealous if I am being honest.

0
Posted 26 January 2018 at 09:57

Permalink

Blood Sun seems like a better sideboard card. What the thought for running 4x in the main?

0
Posted 05 February 2018 at 02:12

Permalink

You have at least a card draw option and in best case can disable Ghost Quarter and co. for the main game

1
Posted 05 February 2018 at 08:22

Permalink

Also kills all fetchlands

1
Posted 05 February 2018 at 15:03

Permalink

Yes it does and all other utility lands as same as for example Cavern of Souls or Unclaimed Teritory because you cant choose a creature type at the moment it comes into play. But on the other side it also enables any other land that says "When X comes into play, do Y or X comes into play tapped" to ignore that condition or any other downside condition like City of Traitors.

From the orcacle rules:
1/19/2018: A mana ability is an ability that produces mana, not an ability that costs mana.
1/19/2018: Land cards not on the battlefield aren't affected.
1/19/2018: If a land has an ability that triggers “when” it enters the battlefield, it will lose that ability before it triggers.
1/19/2018: 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.
1/19/2018: If a land gains an ability after Blood Sun has entered the battlefield, it keeps that ability.
1/19/2018: 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.

So it has its good and its bad sides :D

1
Posted 06 February 2018 at 07:52

Permalink

I'd definitely love to hear how it plays out. Tron is my pet deck so it's always interesting seeing new tech like this.

0
Posted 07 February 2018 at 02:58

Permalink

All I took away from that is that it turns shock lands into beta lands. Let that sink in a bit...and now OFF TO THE RACES!

0
Posted 08 February 2018 at 18:34

Permalink

Also turns bounce plans into real ramp.

1
Posted 08 February 2018 at 18:42

Permalink

Color specific City of Traitors without the drawback of losing it when you play another land. I like it. And this also now tells me what I need to be doing to capitalize on this idea. It's gonna be dope!

0
Posted 09 February 2018 at 00:55

Permalink

You are too late, I'm just fiddling ;)

You could be propably going for an even more budget mana ramp variant using the Ravnica Double Lands to boost up your mana base

http://www.mtgvault.com/risendeep/decks/sunfolk/

0
Posted 09 February 2018 at 08:37

Permalink