Manabarbs MTG Card


Card setsReleased in 18 setsSee all
Mana cost
Converted mana cost4
RarityRare
TypeEnchantment

Key Takeaways

  1. Manabarbs indirectly aids card advantage by limiting opponents’ resources each turn.
  2. Encourages strategic mana use, slowing opponent plays and controlling game pace.
  3. Its continuous, instant-like effect pressures opponents, shaping the match’s dynamic.

Text of card

Whenever any land is tapped, Manabarbs does 1 damage to the land's controller.


Card Pros

Card Advantage: Manabarbs may not directly allow you to draw additional cards, but by damaging your opponent each time they tap lands for mana, you effectively reduce the resources they have at their disposal to answer your threats, indirectly contributing to card advantage in longer games.

Resource Acceleration: While Manabarbs does not provide mana acceleration, it does pressure opponents into being conservative with their mana use. This gives you the upper hand as you control the pace of the game, making every land tap a critical decision for your opponent.

Instant Speed: As an enchantment, Manabarbs is cast at sorcery speed, but its continuous effect is similar to having an instant on the board that doesn’t require additional mana investment to affect the game state. Once in play, it impacts the game every turn, potentially deterring opponents from casting spells or using abilities that require significant mana, which could be pivotal during crucial turns.


Card Cons

Discard Requirement: Manabarbs is notorious for creating a dilemma where players must consider the cost of tapping lands for mana against the imminent life loss. This can put you in a tough spot, especially in the later stages of the game when resources are critical and life totals are low.

Specific Mana Cost: Manabarbs carries a specific mana cost that requires a commitment to red mana. For players running multicolored decks, allocating the required mana can sometimes be restrictive, making it less versatile than colorless or multicolor alternatives.

Comparatively High Mana Cost: With a casting cost of four mana, Manabarbs can be somewhat costly to get onto the battlefield. This can often lead to a delay in its deployment, thus affecting its efficiency compared to other disruption or control options available at lower mana costs.


Reasons to Include in Your Collection

Versatility: Manabarbs is a unique enchantment that can seamlessly integrate into decks focused on controlling the pace of the game. Its ability to deal damage to players whenever they tap lands for mana makes it a strategic addition to red and red-centric decks that aim to punish opponents for their actions.

Combo Potential: This card shines in combination with strategies designed to restrict or manipulate opponents’ mana. By pairing it with cards like “Price of Progress” or “Blood Moon,” you create a challenging environment for your opponents, transforming their resource base into a double-edged sword.

Meta-Relevance: In environments where the game often drags into the later turns with players casting numerous spells each round, Manabarbs becomes increasingly impactful. It’s particularly potent against decks that heavily rely on nonbasic lands or strategies that involve tapping out each turn, positioning itself as a metagame call against high-activity decks.


How to beat

Manabarbs is a unique enchantment in the world of Magic: The Gathering, known for its ability to turn the act of tapping lands for mana into a painful decision for players. Key to overcoming this card is to minimize the number of lands you tap while maximizing your in-game impact. This could involve using artifact-based mana sources, which aren’t affected by Manabarbs, or deploying low-cost spells to preserve your life total.

Efficient play is crucial in a game where Manabarbs is active. Lands like pain lands or shock lands should be used cautiously, as they could further drain your life. Strategies that allow you to bring creatures into play without casting spells, such as through the use of Aether Vial or creature abilities that put tokens into play, can help avoid the damage inflicted by Manabarbs.

Ultimately, the best way to cope with Manabarbs is to incorporate life gain mechanisms in your deck to offset the damage or to try and remove the enchantment as quickly as possible through disenchant effects or enchantment hate cards. Managing resources wisely and maintaining a balance between advancing your board and protecting your life total will help ensure victory over the sting of Manabarbs.


BurnMana Recommendations

The exploration of Manabarbs and its place in your MTG collection reveals a dynamic tool for controlling the battlefield tempo. Its potential extends into shaping game strategies and adjusting resource management to your advantage. Whether stifling opponents’ spell-casting or enhancing red-centric tactics, Manabarbs can be a formidable addition to your arsenal. Explore this enchantment’s full potential in our articles, where we dissect its applications and interactions. Dive deeper into the nuances of Manabarbs, optimize your decks, and prepare for the clash with knowledge as your edge. Discover more at BurnMana and take your gameplay to new heights.


Cards like Manabarbs

Manabarbs stands out in the world of red enchantments in Magic: The Gathering due to its unique ability to damage players every time they tap a land for mana. Red’s arsenal of punishing spells finds a distinct companion in Manabarbs, as it fits the color’s philosophy of rapid, relentless damage. It’s often brought up in the same breath as cards like Zo-Zu the Punisher, which also inflicts pain on opponents for their land-based actions, specifically when lands enter the battlefield under an opponent’s control.

We also see an affinity with cards such as Citadel of Pain, which compels players to use their mana carefully or suffer damage for untapped lands during their end steps. While Manabarbs affects all land taps, Citadel of Pain adds a layer of end-phase pressure. Another similar effect is found in Pyrostatic Pillar, which targets noncreature spells with low casting costs rather than land taps but creates a similar environment of constant threat.

Ultimately, Manabarbs remains a quintessential choice for players intent on a strategy that exerts continuous pressure and punishes opponents for every resource they utilize. It challenges conventional playstyles and fosters a game state where every mana counts—not just for its purchasing power but for the looming hazard it represents.

Zo-Zu the Punisher - MTG Card versions
Citadel of Pain - MTG Card versions
Pyrostatic Pillar - MTG Card versions
Zo-Zu the Punisher - Champions of Kamigawa (CHK)
Citadel of Pain - Prophecy (PCY)
Pyrostatic Pillar - Scourge (SCG)

Cards similar to Manabarbs by color, type and mana cost

Orcish Oriflamme - MTG Card versions
An-Zerrin Ruins - MTG Card versions
Lightning Cloud - MTG Card versions
Aether Flash - MTG Card versions
Heart of Bogardan - MTG Card versions
Furnace of Rath - MTG Card versions
No Quarter - MTG Card versions
Shiv's Embrace - MTG Card versions
Antagonism - MTG Card versions
Pyromancy - MTG Card versions
Close Quarters - MTG Card versions
Collapsing Borders - MTG Card versions
Stand or Fall - MTG Card versions
Impulsive Maneuvers - MTG Card versions
Stensia Uprising - MTG Card versions
Visions of Phyrexia - MTG Card versions
Magmatic Core - MTG Card versions
Pyrohemia - MTG Card versions
Uncontrollable Anger - MTG Card versions
Elemental Mastery - MTG Card versions
Orcish Oriflamme - 30th Anniversary Edition (30A)
An-Zerrin Ruins - Masters Edition II (ME2)
Lightning Cloud - Visions (VIS)
Aether Flash - Classic Sixth Edition (6ED)
Heart of Bogardan - Weatherlight (WTH)
Furnace of Rath - Planechase (HOP)
No Quarter - Tempest (TMP)
Shiv's Embrace - Duel Decks: Knights vs. Dragons (DDG)
Antagonism - Urza's Saga (USG)
Pyromancy - Urza's Legacy (ULG)
Close Quarters - Mercadian Masques (MMQ)
Collapsing Borders - Invasion (INV)
Stand or Fall - Invasion (INV)
Impulsive Maneuvers - Odyssey (ODY)
Stensia Uprising - Innistrad: Crimson Vow (VOW)
Visions of Phyrexia - The Brothers' War (BRO)
Magmatic Core - Coldsnap (CSP)
Pyrohemia - Commander Anthology (CMA)
Uncontrollable Anger - Tenth Edition (10E)
Elemental Mastery - Neon Dynasty Commander (NEC)

Where to buy

If you're looking to purchase Manabarbs MTG card by a specific set like Limited Edition Alpha and Limited Edition Beta, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Manabarbs and other MTG cards:

Continue exploring other sealed products in Amazon
See Magic products

Printings

The Manabarbs Magic the Gathering card was released in 16 different sets between 1993-08-05 and 2022-11-28. Illustrated by 3 different artists.

#ReleaseNameCodeSymbolNumberFrameLayoutBorderArtist
11993-08-05Limited Edition AlphaLEA 1631993normalblackChristopher Rush
21993-10-04Limited Edition BetaLEB 1641993normalblackChristopher Rush
31993-12-01Unlimited Edition2ED 1641993normalwhiteChristopher Rush
41993-12-10Collectors' EditionCED 1641993normalblackChristopher Rush
51993-12-10Intl. Collectors' EditionCEI 1641993normalblackChristopher Rush
61994-04-01Revised Edition3ED 1651993normalwhiteChristopher Rush
71994-04-01Foreign Black BorderFBB 1651993normalblackChristopher Rush
81994-06-21Summer Magic / EdgarSUM 1651993normalwhiteChristopher Rush
91995-04-01Fourth Edition4ED 2121993normalwhiteChristopher Rush
101995-04-01Fourth Edition Foreign Black Border4BB 2121993normalblackChristopher Rush
111997-03-24Fifth Edition5ED 250†1997normalblackGreg Simanson
121997-03-24Fifth Edition5ED 2501997normalwhiteGreg Simanson
131999-04-21Classic Sixth Edition6ED 1941997normalwhiteChristopher Rush
142007-07-13Tenth Edition10E 2182003normalblackJeff Miracola
152009-07-17Magic 2010M10 1492003normalblackJeff Miracola
162011-07-15Magic 2012M12 1502003normalblackJeff Miracola
172022-11-2830th Anniversary Edition30A 4561997normalblackChristopher Rush
182022-11-2830th Anniversary Edition30A 1592015normalblackChristopher Rush

Legalities

Magic the Gathering formats where Manabarbs has restrictions

FormatLegality
OldschoolLegal
CommanderLegal
LegacyLegal
ModernLegal
OathbreakerLegal
PremodernLegal
VintageLegal
DuelLegal
PredhLegal
PennyLegal

Rules and information

The reference guide for Magic: The Gathering Manabarbs card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

DateText
2004-10-04 This card has a triggered ability that causes a separate effect for 1 point of damage each time a land is tapped for mana.
2009-10-01 If any lands are tapped for mana while a player is casting a spell or activating an ability, Manabarbs’s ability will trigger that many times and wait. When the player finishes casting that spell or activating that ability, it’s put on the stack, then Manabarbs’s triggered abilities are put on the stack on top of it. The Manabarbs abilities will resolve first.
2009-10-01 On the other hand, a player can tap lands for mana, let the Manabarbs triggered abilities be put on the stack, and then respond to those abilities by casting an instant or activating an ability using that mana. In that case, the spell or ability will resolve first.
2009-10-01 The ability will trigger each time a land is tapped for mana. Each ability is separate.
2009-10-01 This ability is not a mana ability. It goes on the stack and can be responded to.

Recent MTG decks

Continue exploring other format decks
More decks