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Another try of a deck build arround the complicated but heavy ruleset that Blood Sun invited into the game.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.This time for Legacy and this time I thought of replacing the tron land base for something tricky but efficient with Blood Sun. We have City of Traitors in, what normally leads to be the last land you play unless you want to sacrifice it. Scorched Ruins, another heavy land that needs to sacrifice 2 lands when played is the main key card in this deck. Blood Sun disables both drawbacks and blows our mana pool up much more tron could with one of each Urza Land while Urborg, Tomb of Yawgmoth is a try to disable the downside abilities of Ancient Tomb and Temple of the False God because it turns all lands into swamps even when a Blood Sun is on the board.The other side of Blood Sun is the fact that legacy uses even more utility lands as modern or standard could at the moment. It disables fetchlands, Wasteland and co. and any other nasty land ability you wont get rid of so far.--------------------------------------------------------------------------------------------------------------Series of Blood Sun Decks--------------------------------------------------------------------------------------------------------------http://www.mtgvault.com/risendeep/decks/sunfolk/http://www.mtgvault.com/risendeep/decks/urzaless-tron/http://www.mtgvault.com/sidelmaght/decks/blood-sun-tron/
While we will first setup our mana base and try to find a Blood Sun, we will later use the massive mana bloat to play our big cards and finally an Emrakul to win that thing.I changed some cards one would expect in a normal tron deck but as our main priority is not to find a set of each Urza Land rather than getting Blood Sun out, we need to draw more cards to get it quickly or try a Gamble in the hope to not discard it immeadiatly once found.Because the deck is not directed to the Urza Lands, we have some options to discard our mana base early for Mox Diamond or Collective Brutality and bring it back later with Crucible of Worlds.World Breaker is a small combo key card here to remove Blood Sun when played Dark Dephts before so we will get the 20/20 token at instant speed
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NOTE: Set by owner when deck was made.