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Pojo's Magic The Gathering
Card of the Day

Daily Since November 2001!


Image from Wizards.com

Manabarbs
M12

Reviewed August 1, 2011

Constructed: 3.25
Casual: 3.25
Limited: 3.00
Multiplayer: 2.75

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 

BMoor

Manabarbs

I'm almost positive that I've reviewed Manabarbs before. Probably in Tenth Edition. Has anything changed about it now? Well, its flavor text, attributed to Kamahl, Pit Fighter, is now evidence of "that time they printed legendary creatures in the Core Set", but other than that, no. It's still a great aggro tool to put pressure on an opponent and then make sure they can't dig their way out by casting spells. Aggro decks aren't interested in expensive spells, and hit hard and fast, so in a Kuldotha Red build, or anything involving Goblin Guide, this would be a great way to guarantee your opponent can't steal victory from you with a topdecked Day of Judgment-- if he casts it, he takes another four, which would likely put him in burn range.

But then, it's also a "win more" card. It's only good if you've got the board advantage and can afford to stop casting spells for a while and beat down. if you're up against another aggro deck, or for whatever reason don't have the better board, you don't want to cast Manabarbs.

Constructed- 3.5
Casual- 3.75
Limited- 3
Multiplayer- 2


David Fanany

Player since 1995

Manabarbs
 
Like Kamahl, I am fond of double-edged swords - that is, double-edged swords in the Magic sense, which can cut you but cut your opponent better. Judging by the contents of recent sets, we're a risk-averse set of gamers right now, but I think we'd do better to make ourselves over as a reward-hungry set: one that is willing to sacrifice creatures if they get to attack with awesome flying demons, or take a couple of points of damage if they can get the colors of mana they need every turn, or in the case of Manabarbs, take a few more points of damage in return for a card that basically says "the next time your opponent does anything, they lose the game." Because that's what the card text basically says when you land it against mono-blue control, or Big Red, or Kiora Atua's deck, and lots of others besides. If that's not worth taking a few points of damage, nothing is.
 
Also, have you ever played this card with Tamanoa from Coldsnap?
 
Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5


Paul

Welcome back readers today’s card of the day is Manabarbs a classic red card that punishes players for doing something they have to do to stay in the game, tap lands for mana. If you can get this card out with an aggressive start such as goblin cards or a similar threat you can punish more slow and controlling players. In standard I can definitely see this as a sideboard card for red decks it can help seal the deal and provides an extra source of damage.  Not much to say it punishes player’s whose decks need to tap a lot of land and if you’re playing red most times you can burn them out of tap less land. In extended it could see the same amount of play fulfilling the same purpose and in the newly christened modern format it serves the same purpose as standard but faces steep competition. In eternal some games are over before this can hit the board making it not quite as potent. In casual and multiplayer I want to combine this with the new  M12 card Personal Sanctuary for griefing  otherwise  it makes people attack you due to the us versus him mentality it presents unless part of a sweet lockdown combo I might stay away from this card in multiplayer due to politics. In limited I don’t know how to accurately gauge it but I will say its good against decks that love to tap out or control builds. Overall a classic magic card that will continue to see moderate play everywhere.
 
Constructed: 2.5
Casual:  2.5
Limited: 2.5
 Multiplayer: 2.0

Michael "Maikeruu" Pierno

Today's card of the day is Manabarbs which is a four mana Red enchantment that deals a damage to a player whenever they tap a land for mana.  This is generally used as part of a deck that negates the drawback of your own lands dealing damage when you tap them.  Either by creatures like elves or myr as mana sources or White protection to prevent the damage.  Either strategy is viable for keeping your opponent from playing much without risking quite a bit of damage.  The issues are in situations where your opponent is not forced to tap for mana or when they disrupt your field in any way.  The concept is quite vulnerable and a major target in Multiplayer, so it isn't likely to be a big factor in competitive play.
 
For Limited using this when you have the advantage has the potential to lock down the game and can be played as a topdeck to burn your opponent for anything they try to cast afterwards.  It isn't always something you want to play when you are very low on life or have a full hand, so the timing is critical.  As a first pick in Booster it is somewhat strange as it depends on your opponent taking action as opposed to more aggressive choices like removal or a creature.  It works for the psychology and sheer damage output it may inflict when used correctly and as such should not be underestimated.  In Sealed it works well in multicolor decks as it requires only one Red mana and in both formats low cost cards are best as support when using it.
 
Constructed: 3.5
Casual: 3.5
Limited: 3.5
Multiplayer: 3.5


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