Whenever a player taps a land for mana, Manabarbs deals 1 damage to that player.
Printings View all
|2012 Core Set (M12)||Rare|
|2010 Core Set (M10)||Rare|
|Tenth Edition (10E)||Rare|
|Classic Sixth Edition (6ED)||Rare|
|Fifth Edition (5ED)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
|Revised Edition (3ED)||Rare|
|Revised Foreign Black Border (3EDFBB)||Rare|
|Unlimited Edition (2ED)||Rare|
|Collector's Edition (CED)||Rare|
|International Collector's Edition (CEI)||Rare|
|Limited Edition Beta (LEB)||Rare|
|Limited Edition Alpha (LEA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Manabarbs occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
3 weeks ago
- I wanted this build to be more of a group slug deck than a stax deck. You can totally build Mogis stax, but for this, orb works against cards I would rather have on the board like Manabarbs and Spellshock.
- Having orb in play puts a really big target on your head while not actively damaging your opponents, which is really hard to work around if you aren't running blue or white.
- Orb is just a card that hurts this deck too much. Yes, this does also set your opponents back, but the average CMC of this deck is just too high to make it worth it.
Also yes Fiery Emancipation is absolutely going in the deck :)
3 weeks ago
I have grown an incredible fondness for red pain enchantments and red "fast draw" mechanics.
"Pain enchantments" being enchantments that cause non-combat damage whenever an opponent does something. For example, Burning Earth, Manabarbs and Scald. However, other enchantments that cause damage are favorites too, such as Warstorm Surge. There is an incredible synergy between Power Surge and War's Toll. Either they cast a spell / activate an ability and lose all interaction until their next untap step... Or take an ass-load of damage. When you start layering in the other enchantments, it gets really dirty.
"Fast draw" refers to the idea that red has where you exile the top, or several cards, and generally have that turn to cast them. It really kicked off with Outpost Siege, though it is seen on Dream Pillager. In fact in back-to-back sets we saw new fast draw cards: Furious Rise in TBD, and Lukka, Coppercoat Outcast from IKO. Really feels like a great flavor-appropriate method of card advantage
In fact, over the past year, Red has become my #1 favorite color in MTG for it's sheer aggression with strong (though few) oppressive methods.
1 month ago
It seems like you're running burn as your wincon.
Here are some cards that might help.
Since these are symmetrical burn, you could also run Glacial Chasm and stall it out. This is also the most important land card to run with these mono red sorcery finishers. Your Pariah is also a god level card with this setup. You might also consider Heartless Hidetsugu as a combo with these 2 cards.
For more drastic changes, you can fix around your landbase to cut a lot of nonbasics and add basics with a load of fetchlands, such as Fabled Passage, Prismatic Vista, , Ash Barrens, Terramorphic Expanse, Evolving Wilds, Myriad Landscape, Warped Landscape, some Panorama fetches, and keeping Flooded Strand + Scalding Tarn + Arid Mesa. I have this landbase in another of my burn decks and its fully sufficient for tri-colour commanders. In white, you get access to Land Tax as well so it helps further fix your mana - although in my experience with this landbase I would say its not even necessary.
With a basic land landbase, it opens you up to more burn, such as Price of Progress, Burning Earth. It also opens you up to hard stax cards if you have a vendetta against someone: Magus of the Moon, Blood Moon, Back to Basics.
An alternative package you can consider with your wheels is Narset, Parter of Veils and Alms Collector to discard their entire hand. You already have Smothering Tithe as well. Psychic Possession is also insane with wheels as it lets you draw 14 off a single wheel.
I would also just add Underworld Breach because its straight up insane.
You can also try Mana Geyser for a super explosive turn by recasting it from the graveyard again.
Dack Fayden is both a ramp card and a way to dump cards into your graveyard.
Some cards I see that you could also try cutting/changing are:
Land Tax - you can run ramp artifacts instead, such as Surveyor's Scope. Surveyor's Scope is an excellent card with many fetchlands as you can tap them to sac as a cost, then activate Surveyor's Scope for up to 3 basics untapped since your fetchland is no longer on the field. Or basically any other 2 mana rock will do.
I would consider Ral, Izzet Viceroy a bit too slow.
Long live our Overlord Sevinne
1 month ago
What if I persuade you in a different direction? Now that we have established there will be no blue tainting this honest list, are you regardless opposed to Dromoka being in the 99?
Marisi, Breaker of the Coil still has a similar ability (albeit slightly worse yes but with a nice trade-off: red).
Now, I know what you're thinking. "But ANemoAcids, how does red help in any way? Surely red is just as evil as blue?" Well, maybe, but it does have a unique set of cards that are about punishing instant speed play...
War's Toll, Price of Glory, Manabarbs. (Toll and barbs goes nicely with a card like Ghostly Prison might I add). Stranglehold and Blood Sun help keep a game honest but some people don't enjoy the extreme tax.
1 month ago
I like this build. I don't know that you need to go the Ekdrazi route, you're better off spending that mana on X spells. Repercussion , Manabarbs , and maybe Zo-Zu the Punisher may help you ping the opponents faster. Otherwise it looks good to me
2 months ago
Spellshock - Antagonism - Sulfuric Vortex - Power Surge - Bulwark - Pyroblast - Red Elemental Blast - Flame Rift - Insult / Injury - Pulse of the Forge - Battle Strain - Collapsing Borders - Acidic Soil - Heat of Battle - Incendiary Command - AEther Flash - Devastate - Gratuitous Violence - Incite Rebellion - Citadel of Pain - Dictate of the Twin Gods - Manabarbs - Impatience - Burning Earth - Cave-In - Kyren Negotiations - Flame Fusillade - Pyrostatic Pillar - Ancient Runes - Rivalry
2 months ago
Brevet, Murder for Hire was built in order to run synergy between Mathas, Fiend Seeker and the new Chevill, Bane of Monsters. There is also one other creature in MTG that uses bounty counters - Bounty Hunter.
Given the three of them, you have the ability to place counters during multiple points of your turn, with Bounty Hunter also allowing you to place counters during an opponent's turn - ideally during the last player's end step so you can untap and kill the creature off when it untaps.
I decided to go the route of seeking payment. Brevet is a 3/4 for 4 colors, mirroring Saskia the Unyielding. While she has two keyword abilities (Vigilance and haste), I felt Deathtouch was strong enough to stand on its own.
The reason the triggered ability is set to and not is because you need to understand and appreciate just how often creatures enter the battlefield. Being forced to retain 4 or 6 mana for 2 or 3 creatures is a huge drawback. Additionally, you have three turns to sit through before it comes back to you which means you are already on a very tight resource management watch. Given these, I felt was fair. More on this down below, but for now remember you are paying mana to put the counter on the creature. It still needs to die and your opponent can still deny you the reward. Those factors are what justifies it, in my mind, to be reduced to .
And yes, it has to die. Bounce, flicker, tuck, exile... they all leave you empty handed.
Now, let's get to the reward. You either get two treasure tokens or you get to draw one card when the creature with the bounty counter on it dies. Yes, this means he becomes self-sustaining: You pay and you get out of it. That's entirely the point, or you get card advantage.
So let's talk about how the opponent can opt to deny you that resource by paying 3 life. This mirrors Athreos, God of Passage as well as eluding toward Mogis, God of Slaughter. But why specifically is it set to 3?
Most players are perfectly okay paying 2 life over and over again. Look at fetch lands and shocks lands as evidence. What players are not often okay with is paying 3 life. By setting it at 3 life, you force your opponent to really think about and choose if they want to deny you your resource. If they do, it will cost them dearly.
Now, you will naturally want to ask why this is even a thing? Why are we allowing our opponent to deny us resources? After all, we have to jump through several hurdles just to get there! We need to:
- Wait for a creature to enter the battlefield
- Pay the
- Wait for it to die
- Possibly be denied, regardless
The reason we are allowing opponents to deny the resource is because by doing so, they help us win the game. That's why, hence the flavor text. Mana and card advantage is great and all, but the sooner they drop to 0 life the better. It's all about strategy. Ultimately, no decision on their part is good or easy. Everything sucks for them. You get upside no matter what. You get mana, you get a card or you get one step closer to winning the game.
This deck also has several ways it can be built:
- Ramp + wraths: Pay tons of mana into everyone's boardstate and blow it up for massive advantage. Sort of a "Wraths Matter" deck: Damnation, Bontu's Last Reckoning, Savage Twister, Wrath of God, Kaya's Wrath, Blasphemous Act, etc.
- Aristocrats for horrendous overlapping triggers
- Human / Warrior tribal synergy is possible in these colors
- Cruel Control: Make every permanent you play hurt them. We're talking Manabarbs, Smothering Tithe, Mogis, God of Slaughter, Mana Web, Vorinclex, Voice of Hunger, etc.
Overall, I am extremely pleased with and proud of this build. I'd definitely build this deck if I find a group that's okay with custom commanders. :)
2 months ago
Hmmm I feel like my situation isn't too different from yours. 5 of us but 1 experienced player rarely plays, myself and 1 other are experienced players, the other 2 are very much still learning. It has been interesting trying to balance my decks to be able to deal with the other 2 experienced players and not grind the 2 new guys into dust.
I've found having decks that play slowly is key to allowing everyone to have fun. Should I Pretend This Or That? and Divine Decree are my longest lived decks and are able to play at a variety of power levels. Mairsil is just a slow to get going kind of deck which then has some very strong hard to deal with interactions. Marchesa is meant to work off of what my opponents do with cards like Manabarbs.
Queen Marchesa in particular might appeal to you more. She brings some value and creates the monarchy. The monarchy is a very fun mechanic especially for newer players. And with how she is designed you can build her in any way that Mardu allows.