Blood Moon – MTG Proxy Wilds of Eldraine: Enchanting Tales

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Blood Moon

2 generic manaRed mana

Mana value: 3 · Color identity: Red

Enchantment

Nonbasic lands are Mountains.

Heavy light flooded across the landscape, cloaking everything in deep crimson.

Flavor text may vary by printing.

Card format legality
Commander
Legal
Modern
Legal
Pioneer
Not legal
Standard
Not legal
Legacy
Legal
Vintage
Legal
Pauper
Not legal

Format status describes the underlying Magic card, not eligibility of this printed product for sanctioned play.

Updated

Card rulings 4
  1. If a nonbasic land has an ability that triggers "when" it enters the battlefield, it will lose that ability before it can trigger.
  2. If a nonbasic land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it can apply. The same is also true of any other abilities that modify how a land enters the battlefield or apply "as" a land enters the battlefield, such as the first ability of Cavern of Souls.
  3. Nonbasic lands will lose any other land types and abilities they had. They will gain the land type Mountain and gain the ability "Tap: Add Red mana."
  4. This effect doesn't affect names or supertypes. It won't turn any land into a basic land or remove the legendary supertype from a legendary land, and the lands won't be named "Mountain."

Updated

Blood Moon changes the value of an entire mana base for three mana. Nonbasic lands become Mountains, losing their usual land abilities and gaining the ability to tap for red. A land that once fixed several colors or supplied a powerful utility effect can become a much simpler resource.

Mono-red decks can often accommodate the effect with relatively little disruption. Multicolor decks need more planning: basic lands, mana rocks, and creatures that produce the missing colors help keep your own spells castable. An early basic Island or Forest can matter far more than another dual land when Blood Moon is part of your plan. It affects your nonbasic lands too.

The best timing depends on what the table is doing. Playing it before opponents establish basic lands may restrict their options, while waiting can let them build enough alternate mana to work around it. Utility lands such as Maze of Ith and powerful multicolor lands lose their normal abilities while the enchantment remains in play. Blood Moon does not make those lands basic; it changes their land subtype and abilities.

Treat it as a deck-building commitment rather than a card you can add without consequence. Check your own utility lands and colored requirements, including spells you intend to cast after it resolves. A deck that functions comfortably under Blood Moon can use the time it creates to establish pressure. Without that follow-through, opponents may simply find an answer and resume their original plans.

Weight 0.0125 lbs
Dimensions 0.0 × 0.0 × 0.0 in
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