Sunday, Blood Sun Day By Ben Friedman With Blood Moon, there was often a two- or three-turn window before the enchantment came down, where a savvy player could preemptively fetch up a few basic lands to mitigate the damage of the enchantment. A manabase of ten fetchlands, four dual lands, and six basics was therefore, more than enough for old Miracles decks to navigate around Blood Moon effects; and even the four-color "good stuff" decks could play around Blood Moon to some extent with the two basics they often afforded. Though Blood Sun doesn't ruin dual lands, it makes fetchlands look like a joke and hates on the Brainstorm + fetch engine that makes Legacy decks so smooth and consistent. Now, even on turns 3, 4, or 5, Blood Sun can come down and mess with the fair deck's ability to cast their spells and maximize their card selection engine. It's time for a new stressor on Legacy manabases, and in this regard, Blood Sun and Blood Moon will pin many multicolor blue decks between a rock and a hard place. And, in all fairness, fetchlands needed a predator in the Magic ecosystem. They are simply too good in concert with a number of other prevalent cards. Not only do they excel at fixing mana with dual lands, but they fuel Deathrite Shaman and delve spells in Legacy and Modern, and they combine with Brainstorm to make an unstoppable card selection engine. A card like Blood Sun is the perfect stressor to create a drawback to these powerful lands. |
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