Manabarbs

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
2012 Core Set Rare
2010 Core Set Rare
Tenth Edition Rare
Classic Sixth Edition Rare
Fifth Edition Rare
Fourth Edition Rare
Revised Edition Rare
Unlimited Edition Rare
Collector's Edition Rare
International Collector's Edition Rare
Limited Edition Beta Rare
Limited Edition Alpha Rare

Combos Browse all

Manabarbs

Enchantment

Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.

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Manabarbs Discussion

Happymaster19 on Nevermore Prison

1 day ago

I've gone added a small red splash for Blood Moon and I'm experimenting with a single Manabarbs but haven't been impressed. One thing I'll note is that you probably don't need to go so heavy on Greater Auramancy in the main. Also you can probably split the Leylines in between the main and the board. Give yourself some more room for removal like Journey to Nowhere. Cheers!

chirz2792 on

2 days ago

You might want to up your land count. Most EDH decks run between 35 and 40. 32 means you're probably going to struggle with your land drops.

Anyway it looks like you're trying for an aggro punisher type deck. If that's the case then something like Savage Beating and Hellkite Charger would be good for being aggressive. Furnace of Rath is good for more damage doubling. Also Zo-Zu the Punisher; Ankh of Mishra; and Manabarbs are all really good. Price of Glory is good at stopping people from countering your spells and removing your creatures at instant speed. Lastly I'd recommend Chromatic Lantern for color fixing.

Daedalus19876 on Take me to Church

5 days ago

dlamars: Hmmm. Really depends what you're trying to hate on.

Rule of Law and Ethersworn Canonist shoot down combos.

Ghostly Prison and AEther Flash shoot down tokens.

Aura of Silence and Consulate Crackdown hit artifacts.

Manabarbs hits ramp players.

Rest in Peace hits GY players.

Et cetera :)

precociousapprentice on Queen Marchesa: Politics, Aikido, and Control

3 weeks ago

One of my favorite decks of all time was a "type 1" Manabarbs deck back in 1994 when "type 1" meant something. Manabarbs is amazing, but tends to paint a target on your back. I have thought about it for quite a while, but with the idea of the deck being "let them overextend, then punish them for it", I feel like it may be counterproductive.

I have thought about Thought Vessel especially, but I am not sure what I would replace. Maybe Coldsteel Heart. I sometimes feel like discarding a card can also give an opponent a false sense of security, and there are times I know how I am going to win, I may even have it in hand, and I am just waiting for the time to play it. Discarding a card and heaving a huge sigh can be that last thing to make them to overplay, and then I get to win. I may test it, though.

I have also thought about heading into a new meta, one that does not know me. I may drop a Sanguine Bond + Exquisite Blood combo in here for that. Both combine well with my entire offense, I can hold them until I can use them, avoiding the target, and in a meta that is OK with combo, it provides a strong wincon combo where each card forwards my goals on it's own. It will not find a permanent home, but for a surprise bomb, it could be fun.

Winterblast on Queen Marchesa: Politics, Aikido, and Control

3 weeks ago

Considering the overall strategy of sitting back and waiting for the perfect chance, Manabarbs would be awesome.

Wizno on Freaks Come Out @ Night

1 month ago

I like the build you have going on and I think I have a few ideas how to fine tune some areas even more based on my experience running werewolves for a while.

Card draw is a must in Gruul and one of its biggest challenges. For quick one time draw I would recommend Harmonize and/or Shamanic Revelation. For incremental advantage look at cards like Descendants' Path, Lifecrafter's Bestiary, Garruk, Caller of Beasts, or Yisan, the Wanderer Bard.

Next you need more ways to support reliably flipping your werewolves. You're not going to get to flip them that often but you should try to increase the odds of that happening nonetheless. Cards like Price of Glory, Ruric Thar, the Unbowed, and even Manabarbs can help dissuade your opponents from playing spells. You also want to be able to interact more at instant speed so you can use your turn to flip your pups. Vedalken Orrery is amazing in this regard but you also have Winding Canyons, Yeva, Nature's Herald, etc. This won't guarantee flips but it helps make them more reliable.

Some other cards I think could be helpful for you are Conqueror's Flail, Nylea, God of the Hunt, Signal the Clans, and Dosan the Falling Leaf.

Best of luck to you!

god_dammit_nappa on Advertise your COMMANDER deck!

1 month ago

I'm trying to marry 2 archetypes together in EDH: stax and voltron.

The Commander is Anya, Merciless Angel.



The idea is that you ping away your opponents' life totals with cards like Manabarbs, Spellshock, and Impatience, while forcing their permanents to enter the battlefield tapped and slow down their game with cards like Kismet.

Then once Anya's abilities are online, we cast our General and hit the town with Battle Mastery.

I need some advice on what to cut from the deck.

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