It's not bad, though....would have gone good in my land hate deck before I took the {R} out.
Aradimar
★★★★★ (5.0/5.0)(1 vote)
good against mana accel decks
Goatllama
★★★★★ (5.0/5.0)(4 votes)
Oh dear lord....... the pun.
Drewsel
★★★★★ (5.0/5.0)(4 votes)
Painful flavour text.
Kryptnyt
★★★★★ (5.0/5.0)(3 votes)
The flavortext takes me back to Old King Coal. "...you'll soon be feeling my merry old sole on the top of your puny heads!"
DoragonShinzui
★★★☆☆ (3.0/5.0)(2 votes)
...*Groans*
DarthParallax
☆☆☆☆☆ (0.0/5.0)
fantastic card, 3.5-4 stars easy......not 5. Price of Progress is the Spike option here, but I do believe this one takes the #2 spot in the category. "Red cards that deal damage because of lands" - I do mean to say I think it's better than Manabarbs.
Manabarbs is an enchantment, deals out it's damage in small packets, and can be destroyed or something else very easily in Green or White. It's difficult to protect permanents in Red. Black might care as little as you about it being on the table, and Blue is very unlikely to be without one of those 3 colors. Play Manabarbs if format legality dictates it's your best available choice, not because it's the best card at what it does.
This is a one-shot effect on a sorcery, and there's pros and cons to that. The short answer is you want to hope you deal as much damage as possible at once, so it's "Counterspell or die" for your opponent. a) Fireblast on Turn 2 obviously makes this even better on Turn 4 or 5...b) Multiplayer it's great too....
But even without pushing it very hard, every subsequent turn of the game, it's a great spell. On turn 6 it can do 6 damage for 3 mana, and your game can probably *get* to turn 6 if you're playing against a Control player that knows it has to play against a Red Deck. This card pairs Excellently with Dragon's Claw of course in the mirror match.
It's not a card you want to play like a Lightning Bolt- it fills more of a Fireball role in Red decks and does It pretty cheap.
I suppose Flame Rift is extremely good as well, but this plays better when you push it I think.
OlvynChuru
☆☆☆☆☆ (0.0/5.0)
Urza was consoled that his soles were the sole thing that Shiv tried to claim from him.
Comments (11)
Manabarbs is an enchantment, deals out it's damage in small packets, and can be destroyed or something else very easily in Green or White. It's difficult to protect permanents in Red. Black might care as little as you about it being on the table, and Blue is very unlikely to be without one of those 3 colors. Play Manabarbs if format legality dictates it's your best available choice, not because it's the best card at what it does.
This is a one-shot effect on a sorcery, and there's pros and cons to that. The short answer is you want to hope you deal as much damage as possible at once, so it's "Counterspell or die" for your opponent. a) Fireblast on Turn 2 obviously makes this even better on Turn 4 or 5...b) Multiplayer it's great too....
But even without pushing it very hard, every subsequent turn of the game, it's a great spell. On turn 6 it can do 6 damage for 3 mana, and your game can probably *get* to turn 6 if you're playing against a Control player that knows it has to play against a Red Deck. This card pairs Excellently with Dragon's Claw of course in the mirror match.
It's not a card you want to play like a Lightning Bolt- it fills more of a Fireball role in Red decks and does It pretty cheap.
I suppose Flame Rift is extremely good as well, but this plays better when you push it I think.