Well that just there was the greatest comment in the world - and it fully overrides this card's worth - maybe if the meta changes considerably this would be a nice sideboard. Though I never was one for burn - it's never out of reason to create a red weenie deck with this.
PrizedUnicorn
★★★★☆ (4.5/5.0)(2 votes)
Manabarbs is quite good in the right deck. It screws someone over hoping for late game. I'd draft it.
Mode
★★★★★ (5.0/5.0)(3 votes)
Darklit has a valid point here, especially since Mana Burn as a game mechanic is now dead i wouldn't have been surprised if Wizards printed a duplicate with that name for Magic 2010 instead. Yet i guess they didn't do so in order to prevent confusion again.
I love the new artwork and Kamahl's quote, glad to see this card reprinted that way.
RobinHood3000
★★☆☆☆ (2.9/5.0)(5 votes)
I dunno, I have a theory that they're going to make a card that implements mana burn as it was before, and call *that* one "Mana Burn."
his00
★☆☆☆☆ (1.8/5.0)(4 votes)
this card is amazing if played right wiht chandra
Bundy22
★☆☆☆☆ (1.5/5.0)(2 votes)
Awesome
Grimn777
★★★☆☆ (3.9/5.0)(5 votes)
Dear FirstPrime, this is not a card they were "planning on making". In case you didn't know, this has existed for a looong time. At very least, it is doing the 2 or 3 damage to you that it takes you to play the removal spell on it. Most likely it will either deal a hefty amount of damage, or will stop you from playing much of anything, especially at low life.
JacksJokeShop
☆☆☆☆☆ (0.0/5.0)
"every land is a pain land...
dammit"
CheloniaMania
★☆☆☆☆ (1.9/5.0)(7 votes)
of all the rule changes in M2010 I am most puzzled by the removal of manaburn. WHY did they do it? It is not a difficult concept at all and the flavor is actually quite nice. that, along with other things makes me feel they are shifting focus from overall creativity to individual card strength. which is bad, because Magic will become like cheapskate card games such as Yu-Gi-Oh where like 1 out of about 20 cards are banned in the end.
Zulp
☆☆☆☆☆ (0.0/5.0)
"Dear lord, what have you done to my Forests?!"
This makes my inner green player cringe.
ong312
☆☆☆☆☆ (0.0/5.0)
I very much enjoy Manabarbs. It's an incredibly underrated and versatile card. It can work as a control card and as a finisher in fast red decks... awesome on many levels.
richter25
☆☆☆☆☆ (0.0/5.0)
This card is incredibly effective in aggro. Just drop it when ur ahead in the count but its unbelievably potent with Bloodchief ascension. If ur opponent taps two or more land on his turn it charges the ascension and once that baby goes green these two cards alone with end the game.
I love the flavor text of this card. It's also a pretty wicked card against slow decks.
NeoSin
☆☆☆☆☆ (0.0/5.0)
Valakut decks can really benefit from this.
ClockworkSwordfish
☆☆☆☆☆ (0.0/5.0)
The card is good, but I really like the flavour text. I always wondered why people thought a double-edged sword was bad. With a single-edged one, you don't really hit yourself with the unsharpened side too often; why not sharpen it so you can hit twice? I just don't get how the flavour text relates to the effect? This is a good example of a true idiomatic double-edged sword; it can hurt you as well.
KnockK
☆☆☆☆☆ (0.0/5.0)
any red or red white deck should have this sideboarded. If you're playing control instantly put in, maybe even jund.
infernox10
☆☆☆☆☆ (0.0/5.0)
People keep saying "in the right deck".
What exactly do you mean?
I mean, red has always been known for low-cost, weaker yet faster creatures.
Don't get me wrong, it's also got more instants and stronger creatures, especially of late.
But I'm pretty confident that this being a red card is not just coincidence,
Because if it was green, that'd just be stupid.
themlsna
★★★★☆ (4.4/5.0)(7 votes)
Mana - Barbera.
Omenchild
★★★★☆ (4.5/5.0)(2 votes)
This card better not be in M11. I hate cards that limit players from actually playing. Seems to only benefit burn decks in M10.
thaprodigy58
☆☆☆☆☆ (0.0/5.0)
often find myself stuggling with going with SB or Mainboard...
when I go quick this card wins the game
when opponent is quick too...comes completely useless
ByGoblinsBeDriven
★★★★★ (5.0/5.0)(1 vote)
Manabarbs, my dear friend, I'm going to miss you. You and Ball Lightning were a ton of fun and I'm glad that we had a brief rekindling of our friendship, but we must part ways. I guess it's just about the right time for red to get nerfed for no apparent reason.
combobuilder
★★★★★ (5.0/5.0)(2 votes)
I present to you a combo to kill for (admittedly its 3 cards so not perfect but still relatively cheap and one that can sit in waiting and would fit well into the decks playing this)
First add in chandra's spitfire so now think about what happens whenever your opponents casts a spell pre combat main phase, spitfire is going to get +3/+0 per land taped, now this would just mean that they would hold off all spells except ones that would need to be casted pre combat overrun for example, but all is not lost, because even if they cast a spell post combat, you can still take advantage of it via fling look at it this way, your opponent casts a spell for 3 mana (cheap in my opinion) and there by taps 3 lands, he will then take 3 points of damage and buff your spitfire +9/+0 you then fling for 10 points (spitfire has a power of 1) and will have done 13 points of damage (10 from fling 3 from mana barbs) to your opponent in one turn EASILY and assuming you're playing a burn deck your opponent should be dead after this without contest
This card is the essence of Red. Both sides will be getting hurt, but that's not an issue to a red player. I would like to thank combobuilder for pointing out the synergy between this card and Chandra's Spitfire. I have a red deck that runs them with Cinder Pyromancer, and Manabarbs will only make the spitfires that much more deadly.
@Combobuilder I tried a similar thing in a deck. While I didn't rely on it I found that because the deck stops focusing on casting instants to the head and focuses on more of a control aspect the Spitfire becomes rather useless. Also, by game two if they see both cards they're likely to understand the combo and your primary finisher is out of the running if they have any removal.
Mana barbs has worked best for me in a control deck of sorts where you have things like Branded Brawlers and Veteran Brawlers (I was determined to find a use for them...) and what happens is you get this MEAN defensive line for cheap mana and cause the opponent to want to leave lands open, slowing their game down. Then you plop down a citadel of pain from the same set and your enemies will usually leave a land open to take a measly 1 damage instead of being overrun by the brawlers (I know..)
Soon you plop manabarbs down and put everyone on a clock equal to their health/how many lands they have. I ran it with Leyline of Punishment and some random cheap red creatures. Also, wheel of fate. It's now become black/red with Circle of Affliction and some other random enchantments for yet more annoying control.
A good 3.5/5 card.
AssKickingBoots
★★★★★ (5.0/5.0)(1 vote)
Definitely going in my Tamanoa deck. Make my opponent's lands hurt them and heal me? I'll take it! Also works with Urza's Armor.
It will definitely draw out any removal your opponents have. Maybe then my Isochron Scepters can stay on the battlefield.
FirstPrime
☆☆☆☆☆ (0.0/5.0)
If they are planning on making a card that mimics mana burns effects why would they take it away from the rules? Besides, that would make for a very poor card anyway.
@Grim777.
I know this reply is very late but I'll do it anyway. You misunderstood me. I was talking to RobinHood3000, who said this:
I dunno, I have a theory that they're going to make a card that implements mana burn as it was before, and call *that* one "Mana Burn."
I know what mana barbs is, and how long it's been around, and how to use it, and that it is awesome.
Comments (37)
I love the new artwork and Kamahl's quote, glad to see this card reprinted that way.
dammit"
This makes my inner green player cringe.
Mana Short
Drain Power
5/5
What exactly do you mean?
I mean, red has always been known for low-cost, weaker yet faster creatures.
Don't get me wrong, it's also got more instants and stronger creatures, especially of late.
But I'm pretty confident that this being a red card is not just coincidence,
Because if it was green, that'd just be stupid.
when I go quick this card wins the game
when opponent is quick too...comes completely useless
First add in chandra's spitfire so now think about what happens whenever your opponents casts a spell pre combat main phase, spitfire is going to get +3/+0 per land taped, now this would just mean that they would hold off all spells except ones that would need to be casted pre combat overrun for example, but all is not lost, because even if they cast a spell post combat, you can still take advantage of it via fling look at it this way, your opponent casts a spell for 3 mana (cheap in my opinion) and there by taps 3 lands, he will then take 3 points of damage and buff your spitfire +9/+0 you then fling for 10 points (spitfire has a power of 1) and will have done 13 points of damage (10 from fling 3 from mana barbs) to your opponent in one turn EASILY and assuming you're playing a burn deck your opponent should be dead after this without contest
Anyway, run this guy with Circle of Affliction or Purity to put the squeeze on your opponent.
ghostly prison, windborn muse, suppression field, hedron-field purists, sphere of law, trinisphere...
I tried a similar thing in a deck. While I didn't rely on it I found that because the deck stops focusing on casting instants to the head and focuses on more of a control aspect the Spitfire becomes rather useless. Also, by game two if they see both cards they're likely to understand the combo and your primary finisher is out of the running if they have any removal.
Mana barbs has worked best for me in a control deck of sorts where you have things like Branded Brawlers and Veteran Brawlers (I was determined to find a use for them...) and what happens is you get this MEAN defensive line for cheap mana and cause the opponent to want to leave lands open, slowing their game down. Then you plop down a citadel of pain from the same set and your enemies will usually leave a land open to take a measly 1 damage instead of being overrun by the brawlers (I know..)
Soon you plop manabarbs down and put everyone on a clock equal to their health/how many lands they have. I ran it with Leyline of Punishment and some random cheap red creatures. Also, wheel of fate. It's now become black/red with Circle of Affliction and some other random enchantments for yet more annoying control.
A good 3.5/5 card.
It will definitely draw out any removal your opponents have. Maybe then my Isochron Scepters can stay on the battlefield.
@Grim777.
I know this reply is very late but I'll do it anyway. You misunderstood me. I was talking to RobinHood3000, who said this:
I dunno, I have a theory that they're going to make a card that implements mana burn as it was before, and call *that* one "Mana Burn."
I know what mana barbs is, and how long it's been around, and how to use it, and that it is awesome.