Heartless Sun Acquisition

by DedWards on 05 March 2018

Main Deck (60 cards)

Sideboard (15 cards)

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Deck Description

Born of the want to abuse Blood Sun with the Ravnica bounce lands and the want to include Combustible Gearhulk in a Heartless Summoning deck.

This is purely a concept and would require a lot of work to make it even remotely competitive. I don't have enough of the rares and mythics to test this.

How to Play

The two main enchantments help get the titans out earlier than they normally would. Heartless Summoning is easy to understand, but Blood Sun may require some explination. Blood Sun's static ability removes any ability that doesn't add mana. What this means is all fetch lands become useless, thus none included here. For the bounce lands, this means we actually ramp mana as Blood Sun removes both the bounce effect and the return a land clause, and leaves them with the ability to generate two mana.

So what are we ramping into? BIG A** CREATURES. Now for the reasons of each choice:
> Combustible Gearhulk - While Heartless Summoning may reduce how much we pay to cast our cteatures, it doesn't change their actual converted mana cost. So if the opponent foolishly chooses the mill three option, they could take anything up to 18 damage. The other option is good too as drawing is almost always an advantage.
> Grave Titan - This one gives you an ever growing army. Even with Heartless Summoning's -1/-1, it's an army.
> Inferno Titan - Bolts on entry and attacks for 9+ each turn. Not much else to say here.
> Sun Titan - Our backup to having our enchantments destroyed / discarded. Also can return Expedition Map to fetch another bounce land.
> Wurmcoil Engine - In addition to just being an awesome big creature, its also colourless. The other titans all require double of their colour mana.

Inquisition, Path and Push help deal with early threats while setting up the ramp.

Mastermind's Acquisition can fetch any important titan or one of the enchantments from the sideboard. This makes for good protection against effects that exile all copies from the deck.

Deck Tags

  • Modern
  • Experimental
  • Blood Sun
  • Mardu

Deck at a Glance

Social Stats


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Mana Curve

Mana Symbol Occurrence


Deck Format


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 Heartless Sun Acquisition

cool concept. i have seen a similar build with eldarazi.

Posted 05 March 2018 at 10:52


Blood Sun Eldrazi Tron is a strong deck idea. I just wanted to abuse the bounce lands in this one.

Posted 05 March 2018 at 12:36


I never even thought about that interaction. wow that is awesome! i was more focused on that it shuts down things like wasteland type effects on lands. let me know how it works out for the bounce lands.

Posted 06 March 2018 at 09:08


Oh you should totally run Elish, Norn! that would be sweet! because she can negate the -1/-1 effects of heartless summoning and then reduce your opponents board too!

Posted 06 March 2018 at 09:15


Elish is a powerful card for Heartless type decks, even in reanimate decks (I did this once). Ultimately the titan base is up to personal preference. I like decks with the ability to personalise them, probably why I like Ponza so much.

Posted 06 March 2018 at 11:11


OK. I like this idea. Heartless titan, with ramp from blood sun. You could titan on turn 4.

Posted 05 March 2018 at 14:38


I played a UB Heartless Summoning back when it was standard legal and have been tinkering with it on and off for a while. One of the biggest down sides to building around a single card is you're not likely to do well if you don't get it on time, so the Blood Sun ramp is a decent backup plan. It in this case, Heartless is a food backup to Blood Sun ramp :P

Posted 05 March 2018 at 15:33


Lol... That makes sense. :)

Posted 05 March 2018 at 15:42


Why not Add 4 simian spirit guides to potenticially put blood sun on turn 1 or turn 2?

Posted 01 April 2018 at 11:10


+1 I've always loved Heartless Summonig and I've always appreciated non green ramp decks because I feel as tho they're really a brewer's "thing" (If that makes sense I don'r know).
Either way as far as the deck is concerned I think you can cut two basic lands since you're already running the 4 Maps. This would allow you to play 2x Amulet of Vigor for those moments you don't have Blood Sun.

Posted 01 April 2018 at 15:36


Nice find between blood sun and the bounce lands. +1

Posted 01 April 2018 at 16:35


Cool idea!
I would make a couple of changes:
-4 expedition maps (you have 12 bounceland,you can find them easily on turn 1)
-3 sun titan (you dont have any 3 mana permanent except bloodsun)
+1 path
+1 dreadbore
+2 heartless summoning
+1 very very big creature

Posted 17 August 2018 at 18:29


the goal here is to ramp with Blood Sun and bounce lands. Sun Titan gets back anything 3 mana or less. so that includes Blood Sun, Heartless Summoning, Expedition Map and Lands.
I imagine it is here mostly to work with Combustible Gearhulk, which either draws you 3 cards or mills you 3 cards. so if you mill any lands or Blood Suns you can get them back easily.

Not to mention the sideboard for this deck can be interacted with because of Mastermind's Acquisition, so Stony Silence and Rest in Peace are also viable targets once they are tutored into the hand.

EDIT: Bounce lands can't be played on turn one, since they bounce a land, and if you only have the one land out... it bounces itself. So doing that would simply Time Walk yourself in the worst way.

Posted 17 August 2018 at 19:43