Thanks,
Joe
a>Anyone have any ideas for a strong manabarbs deck. It seems to me that
a>we should be able to come up with something for this card. Whether it be
a>a deck that taps oppenents lands while using little or no land of your
a>own, or something like powersurge/barbs with very little land... I
a>dunno.. artifact land producers or something. Any ideas?
Hm, I just have 2 Manabarbs - but I was thinking about a following deck ->
It's basically red/blue with a tine little white in it.
Here is the strategy:
Manabarbs is supposed to be one source, so CoP read to protect yourself
real good:
Ok I am doing this now from my memory and just my cards , ok ?
Lands of Glory
--------------
7 Mountains
8 Islands
4 Plains
1 Plateau (one of my two duals ;-))
20 Lands
The Heroes and Heroines (just some creatures to block any baddies)
-----------------------
2 Ivory Guardians
2 Repennant Black Smiths
2 White Knights
2 Death Speaker
2 HL Pixies (dont' know the name, they fly, have prot from red, blue
creature)
1 Oyster (scare land creatures away)
1 Albatross (scare flying creatures away)
2 Mountain Yetis
(all creatures have some sort of protection or regeneration, makes them
difficult to kill with Pestilence or direct damage)
14 Creatures
Mass destruction
----------------
3 Pyroblasts
4 Hydroblasts The defense ;-)
4 Counterspells
4 Psychic Venoms
2 Power Surges
2 Manabarbs
4 Lighting Bolts
2 CoP Red
Toys
----
Icy Manipulator
Dingus Egg
Total: 60 Cards !
Ok, this is it ;-)
The manabarbs make 1 point of damage for every land that gets tapped.
Power Surge makes one point of damage for all lands that the players left
untapped ;-)
The psychic venom makes 2 points of damage, if a land gets tapped and with
the icy around ;-))
For the Counterspells one could also put in those Manasinks or what they
are called, that counter a spell unless caster doesn't put in x more - and
he has to use x more, thus he has to tap more of his lands.
One could think about adding 3 disenchants and 1 CoP Red ....
With the Pyros and the Hydros one could also destroy some of the
opponnents lands. I would put in some 2 Thoughlaces pushing the whole deck
up to 66 cards ... why not ??
Uh ... forgot the Mana Drains (You know the nice card with the rose on it
??) Forget the 3rd CoP Red and put in a Mana Drain (taps all oponnents
lands), maybe leave even one of the Ivory Guardians out (they are a bitch
to cast) and put in another Manadrain ;-))
I don't know if it works - just try it out
bis demnächst,
*Oli*
----------------------------------------------------------------------
*h.ha...@burnout.burn.rhein-ruhr.de*
Send me Email with subject *Fileserver Liste* for Shadowrun material
-- ZUFSIG v1.40 --
## CrossPoint v3.1 R ##
>
>Anyone have any ideas for a strong manabarbs deck. It seems to me that
>we should be able to come up with something for this card. Whether it be
>a deck that taps oppenents lands while using little or no land of your
>own, or something like powersurge/barbs with very little land... I
>dunno.. artifact land producers or something. Any ideas?
Red, White and Blue Mox's
4 Power Sinks
4 Psycic Venoms
4 Mana Shorts
4 Drain Powers
4 Manabarbs
4 COP Red
2 Counterspells
4 Balsat Monoliths
2 Mana Bird
2 Llanover Elves
Other creatures for protection, just in case.
|"Never let your conscince be your guide", Sherrif Lucus Buck, Trinity.|
|"Everything is a matter of perspective." Sherrif Lucas Buck, Trinity. |
-----------------------------------------------------------------------|
| "Physics tells us, that for every action, there must be a equal and |
| opposite reaction. They hate us, we hate them, they hate us back. |
| And so, here we are, victims of mathamatics." Ambassador Londo |
| Mollari, Babylon 5. |
The classic manabarbs deck (type II) is red white
4 Manaflare
4 Manabarbs
4 Powersurge
4 Cop:Red
(Get one of each of these out and you're opponent takes one damage for
each of his lands everyturn and you take zero from yours. You can
cast spells and he can't.)
Supplemental cards I've used with it are
Earthquakes, repentant blacksmiths, ivory guardians, abbey gargoyles,
infernos, reverse damages, blood of the martyr (if you use these take
out the prot:red cards, and but in 8 of the order cards.) Also you
need standard white/red cards (Swords, LB's, disenchants, fireballs.)
L8 in one emperor game I was playing, I cast the inferno, BoM reverse
damage combo and gained 96 life in one turn. I thought it was rather
amusing. But normally I don't play this in emperor games because you
end up getting killed by your teammates more often than not. They
don't seem to understand that if you survive, it doesn't matter if you
kill them off in the process. They like to hang around till the end
of the game, for some reason.
: >On 17 Nov 1995 12:39:06 GMT,
: >Audio FX <aud...@wheel.ucdavis.edu> wrote:
: >>
: >>Anyone have any ideas for a strong manabarbs deck. It seems to me that
: >>we should be able to come up with something for this card. Whether it be
: >>a deck that taps oppenents lands while using little or no land of your
: >>own, or something like powersurge/barbs with very little land... I
: >>dunno.. artifact land producers or something. Any ideas?
: The classic manabarbs deck (type II) is red white
: 4 Manaflare
: 4 Manabarbs
: 4 Powersurge
: 4 Cop:Red
: (Get one of each of these out and you're opponent takes one damage for
: each of his lands everyturn and you take zero from yours. You can
: cast spells and he can't.)
One thing to be really careful of though; make sure someone doesn't cast
power leak on your manabarbs. I did it to someone once. Two damage per
upkeep unless you include a sol ring!
RJ
>Wyrkham (wyr...@crosslink.net) wrote:
>: "John Osborne" <nstn...@fox.nstn.ca> wrote:
>: >On 17 Nov 1995 12:39:06 GMT,
>: >Audio FX <aud...@wheel.ucdavis.edu> wrote:
>: >>
>: >>Anyone have any ideas for a strong manabarbs deck. It seems to me that
>: >>we should be able to come up with something for this card. Whether it be
>: >>a deck that taps oppenents lands while using little or no land of your
>: >>own, or something like powersurge/barbs with very little land... I
>: >>dunno.. artifact land producers or something. Any ideas?
>: The classic manabarbs deck (type II) is red white
>: 4 Manaflare
>: 4 Manabarbs
>: 4 Powersurge
>: 4 Cop:Red
>: (Get one of each of these out and you're opponent takes one damage for
>: each of his lands everyturn and you take zero from yours. You can
>: cast spells and he can't.)
> One thing to be really careful of though; make sure someone doesn't cast
>power leak on your manabarbs. I did it to someone once. Two damage per
>upkeep unless you include a sol ring!
Not a problem because you have either a manaflare out usually (one an
upkeep) or a cop red and manaflare, no damage.
>>: >>Anyone have any ideas for a strong manabarbs deck. It seems to me that
>>: >>we should be able to come up with something for this card. Whether it be
>>: >>a deck that taps oppenents lands while using little or no land of your
>>: >>own, or something like powersurge/barbs with very little land... I
>>: >>dunno.. artifact land producers or something. Any ideas?
>>
>>: The classic manabarbs deck (type II) is red white
>>
>>: 4 Manaflare
>>: 4 Manabarbs
>>: 4 Powersurge
>>: 4 Cop:Red
>>
>>: (Get one of each of these out and you're opponent takes one damage for
>>: each of his lands everyturn and you take zero from yours. You can
>>: cast spells and he can't.)
>>
>Hmmm. Mana Flare states "Whenever a player taps a land for mana, it
>produces one additional mana of the same type". RV Manabarbs says
>"Whenever mana is drawn from a land, Manabarbs does one damage to land's
>controller". So mightn't it be the case that with a Manaflare and a
>Manabarbs active, every time a land taps it does TWO points of damage to
>the controller? And if that's the case, then the CoP isn't going to be
>much good, is it? - you tap a land for something, you have two points of
>red damage done to you, you tap a land for the CoP, and in doing so do
>two more points of damage to yourself, etc.
>Maybe I'm missing something (you do, after all, say this is "the classic
>manabarbs deck"), so someone lead me through it.
>RJ
Whenever a player _TAPS_ for mana. A manaflared land is tapped one,
count'em one time, for two mana, hence one damage done for two mana.
One mana that can be spent on a cop to prevent one damage done to you
while you have one mana left. As a matter of fact, you can tap 15
mana flared lands simultanously, doing 15 damage to you that you can
prevent with one mana, still having 29 mana left to do damage.
What?
Manabarbs does a seperate packet of damage for each land. Prevent one of
them you still have the rest to deal with.
Martin
4 Mana Barbs
4 Power Surges
4 Black Vices
4 Anks of Mishra
4 Felwar Stones
4 Lawnawar Elves
4 Birds of Paradice
4 Elder Fyndhorn Druids
4 Instil Energys
4 Howling Mines
4 Tiagas
Various other red and green lands
the basic ideas were to do damage for land. When you tapped it, when you laid
it, when you didn't tap it, basically any time. then once you didn't tap land
to play cards, you got rack dammage. I know that it has evolved even further
to include some Concordiant crossroads. It was fun to play against people.
I think with a little more thought could be a strong tourny deck, escpecially
with the monetary investment of lotuses and moxes. Draw mana from anywhere
but land. Fun concept to play with. I was going to post this one on the
"Anytime my opponent plays a land" thread, but this is much more apropriate.
Let me know what is come up with. Tak the idea and run with it.
/--Paul Grimes----------------...@lamar.colostate.edu--\
|--------God help us, we're in the-----------------------------------------|
|------------hands of engineers!-------------------------------------------|
\-----------Malcom, Jurasic Park---------...@cs.colostate.edu---/
> Try using mana barb, power surge, mana flares and COP:red. THrow in the
> candelabra and you get all the mana you need for no damage.
NO YOU DONT!!!!!!
NO YOU DONT!!!!!!
NO YOU DONT!!!!!!!
CoP:RED does nothing to stop manabarbs. Okay.
Cheers,
Preston
Just when it is tapped. You can remove as many counters as you like.
Paul Barclay.
P.S. You might want to go Red-Green - add Birds of Paradise, Llanowars,
etc.
>What?
>Martin
No it doesn't. You can tap all of your land Simultaneously and take
damage all in one packet. I believe it works the same way that
pestilence does. You can do it seperately or together.
No as each land tapped deals an individual packet of damage from the
manabarb. Sorry.
Mart.
>Anyone have any ideas for a strong manabarbs deck. It seems to me that
>we should be able to come up with something for this card. Whether it be
>a deck that taps oppenents lands while using little or no land of your
>own, or something like powersurge/barbs with very little land... I
>dunno.. artifact land producers or something. Any ideas?
I'd say a mostly green deck, with Mana Elves, Icies, and some red (of
course), say Barbed Sextants, maybe a Celestial Prism or two, Fell-
wars, and Fire Sprites, to get away from the need for lands, and a
Zorb (Zuran Orb) to eat your lands if need be. Other than that, I
don't know.
cd
--
cd skogsberg/alfak...@alfakonsult.se/Disclaimer: Wo bu hui jiang zhongwen.
But Manabarbs says "Whenever mana is drawn from a land, Manabarbs does 1
damage to the land's controller." If there's a Mana Flare out, then
when you tap a land you draw TWO mana from it, right? Therefore you take
two damage from the barbs, for every land tapped. And there's nothing
left over to feed the CoP. That's how I'd read it, but maybe I'm wrong.
>Question: If you tap several land simultaneously, can you prevent it
>all with one mana on the COP, since all the damage occurs
>simultaneously?
I'm pretty sure the answer is No. We should take this to the
'strategy' group.
RJ
: > Try using mana barb, power surge, mana flares and COP:red. THrow in the
: > candelabra and you get all the mana you need for no damage.
: NO YOU DONT!!!!!!
: NO YOU DONT!!!!!!
: NO YOU DONT!!!!!!!
: CoP:RED does nothing to stop manabarbs. Okay.
YES YOU DO!!!!!!!!!
YES YOU DO!!!!!!!
YES YOU DO!!!!!!!!
If there's a mana flare out, you tap a land, use 1 mana to prevent the
damage with COPred, and use the other mana for whatever you want!
Question: If you tap several land simultaneously, can you prevent it
all with one mana on the COP, since all the damage occurs
simultaneously?
JP
: No as each land tapped deals an individual packet of damage from the
: manabarb. Sorry.
: Mart.
This isn't correct. COP:red protects you from all damage from one
source. The land isn't the source of damage, the Manabarbs is.
Don
: > Try using mana barb, power surge, mana flares and COP:red. THrow in the
: > candelabra and you get all the mana you need for no damage.
: NO YOU DONT!!!!!!
: NO YOU DONT!!!!!!
: NO YOU DONT!!!!!!!
: CoP:RED does nothing to stop manabarbs. Okay.
Uh, yes it does. The damage does not come from the
lands (which would make it colorless)--it comes
from the Enchantment (which makes it Red). Using
Mana Flares & Wild Growths so you get a mana point
for the CoP and and a mana point (or points) to
use is perfectly cool.
Chris Mattern
matt...@lfs.loral.com
>: Mart.
Except that somewhere on that card it reads "If a source damages you more
than once this turn, pay (1) for each time the source damages you"
(That may not be exact, but close enough).
So each time you tap a land, manabarbs does 1 damage. All of these 1
damages are different times that the one source does damage, and so you
have to pay 1 to prevent each individual point of damage.
>I'm pretty sure the answer is No. We should take this to the
>'strategy' group.
Doh! I meant the 'rules' group.
RJ
>"John Osborne" <nstn...@fox.nstn.ca> wrote:
>>On 17 Nov 1995 12:39:06 GMT,
>>Audio FX <aud...@wheel.ucdavis.edu> wrote:
>>>
>>>Anyone have any ideas for a strong manabarbs deck. It seems to me that
>>>we should be able to come up with something for this card. Whether it be
>>>a deck that taps oppenents lands while using little or no land of your
>>>own, or something like powersurge/barbs with very little land... I
>>>dunno.. artifact land producers or something. Any ideas?
>>Red, White and Blue Mox's
>>4 Power Sinks
>>4 Psycic Venoms
>>4 Mana Shorts
>>4 Drain Powers
>>4 Manabarbs
>>4 COP Red
>>2 Counterspells
>>4 Balsat Monoliths
>>2 Mana Bird
>>2 Llanover Elves
>>Other creatures for protection, just in case.
>>|"Never let your conscince be your guide", Sherrif Lucus Buck, Trinity.|
>>|"Everything is a matter of perspective." Sherrif Lucas Buck, Trinity. |
>>-----------------------------------------------------------------------|
>>| "Physics tells us, that for every action, there must be a equal and |
>>| opposite reaction. They hate us, we hate them, they hate us back. |
>>| And so, here we are, victims of mathamatics." Ambassador Londo |
>>| Mollari, Babylon 5. |
You seem to have forgotten a Lotus, Sol Ring, an extra 2 Birds and
Llanowars, various Moxen, a Drain Power or three (I'll drain power you
for 10, you take ten damage, I'll tap a mountain, I take 1 damage,
I'll fireball you for ten), Manashort, Mole Worms, and others.
>The classic manabarbs deck (type II) is red white
>4 Manaflare
>4 Manabarbs
>4 Powersurge
>4 Cop:Red
>(Get one of each of these out and you're opponent takes one damage for
>each of his lands everyturn and you take zero from yours. You can
>cast spells and he can't.)
>Supplemental cards I've used with it are
>Earthquakes, repentant blacksmiths, ivory guardians, abbey gargoyles,
>infernos, reverse damages, blood of the martyr (if you use these take
>out the prot:red cards, and but in 8 of the order cards.) Also you
>need standard white/red cards (Swords, LB's, disenchants, fireballs.)
>L8 in one emperor game I was playing, I cast the inferno, BoM reverse
>damage combo and gained 96 life in one turn. I thought it was rather
>amusing. But normally I don't play this in emperor games because you
>end up getting killed by your teammates more often than not. They
>don't seem to understand that if you survive, it doesn't matter if you
>kill them off in the process. They like to hang around till the end
>of the game, for some reason.
>In article <49lukk$s...@styx.uwa.edu.au> jpa...@tartarus.uwa.edu.au (Jonathon Paxman) writes:
>>
>>: > Try using mana barb, power surge, mana flares and COP:red. THrow in the
>>: > candelabra and you get all the mana you need for no damage.
>>
>>If there's a mana flare out, you tap a land, use 1 mana to prevent the
>>damage with COPred, and use the other mana for whatever you want!
>But Manabarbs says "Whenever mana is drawn from a land, Manabarbs does 1
>damage to the land's controller." If there's a Mana Flare out, then
>when you tap a land you draw TWO mana from it, right? Therefore you take
>two damage from the barbs, for every land tapped. And there's nothing
>left over to feed the CoP. That's how I'd read it, but maybe I'm wrong.
That's not what manabarbs says. read the card.
>>Question: If you tap several land simultaneously, can you prevent it
>>all with one mana on the COP, since all the damage occurs
>>simultaneously?
>I'm pretty sure the answer is No. We should take this to the
>'strategy' group.
>RJ
From WoTC:
MANABARBS
Red Enchantment: 3 R
Artwork: Christopher Rush
Print Run: Gathering (1E, 2E, and 3E and 4E) [Rare]
Text
Each time any land is tapped for mana, Manabarbs deals 1 damage to
that land's controller.
Rulings
*READ*READ*READ*READ*READ*READ*READ*READ*READ*READ*READ*READ*READ*
* Each land tapped acts a new instance of damage, but all damage is
from the same source. [bethmo]
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
* The Limited and Unlimited Edition versions did damage whenever a
land was tapped. The Revised and Fourth Edition versions only do
damage when the land is tapped for mana.
Related Rulings
* MtG Glossary: Events
* MtG Dictionary Terms
Other References
* Card Combos List (6)
_________________________________________________________________
See Acknowledgments and Disclaimers.
Click to return to Card Index.
Last Update: November 95
Now quit it already! Manabarbs deals it's damage in swarms of 1 point
damage hits, which you must pay 1 each time to prevent.
>That's not what manabarbs says. read the card.
>
I did read the card. I have two Manabarbs cards in front of me right
now, and I am reading them, ok? One says, and I quote(!): "Whenever
mana is drawn from a land, Manabarbs does 1 damage to the land's
controller". The other says "Whenever any land is tapped, Manabarbs
does 1 damage to the land's controller".
My point is that with respect to the barbs/Mana Flare/CoP combo, which
Manabarbs card you have seems to make an important difference.
RJ
yeah, and the COP states that if a source damages you again in a turn,
you have to pay the 1 colorless again to prevent it. read the card.
Back to the original topic, i once had fun with a green/red manabarbs deck.
I used green to get lots of mana from critters (lanawar, birds, ect)
including firesprites for mana conversion, and red for fireballs and the
like. I threw some icy cauldrons in as mana doublers for the DD spells.
It was fun but not the most effective.
-Scarecrow
So, with a mana barbs and a circle red in play on my side, here's the
sequence of events: I tap six lands. Mana barbs is now ready to do six
damage to me. I use five mana to summon a Serra. During the damage
prevention step in my main phase, I use the last colorless mana to
prevent the six damage that mana barbs will do to me. Damage isn't
resolved until the end of each phase. Additionally, mana barbs acts like
a pestilence: with pest, you can chose to do points of damage
individually, or in one single burst. Concerning the point about mana
flare and one or two damage from a land, I'm not sure. Whichever is the
most current wording on the card goes for all the older versions. So, I
know there is a version that says something like "whenever a land is
tapped...."
I've recently put together a mana barbs deck (see: U/R/W deck w/cool combo
in this newsgroup). It goes something like this:
Land:
Islands, Mountains, Plains
Maze of Ith
Tundra *
Aritfacts:
1 Sol Ring
1 Feldon's Cane
2 Black vices *
1 Zuran Orb
Blue:
4 Counterspells
1 Deflection *
4 Drain Powers
4 Power sinks
Red:
4 Mana Barbs
3 Fireballs
3 Disentegrates
1 Fork
White:
4 Circle Red's
3 StP *
4 Disenchants
* That's all I've got of that particular card.
So far, it's done decently. When I get a mana barbs out fairly early, I
win. Usually, it can take care of quickie's with counterspells and
sinks. I love the drain power / fireball combo. Powersink works equally
well to kill an opponent (and myself once because I didn't leave enough
mana for the CoP). I'm considering cutting out blue and adding a power
surge aspect with more Vices and 4 Racks.
The people I've played this particular deck with are always
telling me how annoying it is (-:
-dEAN -The Mad Scientist
As far as the laws of mathematics refer
to reality, they are not certain, and as
far as they are certain, they do not refer
to reality.
-- Albert Einstein -- Flatter me, and I may not believe you
Criticize me, and I may not like you
Ignore me, and I may not forgive you
Encourage me, and I may not forget you
-- William Arthur Ward --
: So, with a mana barbs and a circle red in play on my side, here's the
: sequence of events: I tap six lands. Mana barbs is now ready to do six
: damage to me. I use five mana to summon a Serra. During the damage
: prevention step in my main phase, I use the last colorless mana to
: prevent the six damage that mana barbs will do to me. Damage isn't
I stand corrected. Read the post a few before mine. The damage from
mana barbs IS done in SEPERATE packages of one point apiece.
Didn't mean to mislead.
I guess I'll have to add mana flare to the deck I posted below.
: resolved until the end of each phase. Additionally, mana barbs acts like
>Well, here goes:
> Mana barbs says: "Whenever mana is drawn from a land, mana barbs
>does one damage to that land's controler."
>So, with a mana barbs and a circle red in play on my side, here's the
>sequence of events: I tap six lands. Mana barbs is now ready to do six
>damage to me. I use five mana to summon a Serra. During the damage
>prevention step in my main phase, I use the last colorless mana to
>prevent the six damage that mana barbs will do to me. Damage isn't
>resolved until the end of each phase. Additionally, mana barbs acts like
>a pestilence: with pest, you can chose to do points of damage
>individually, or in one single burst.
No it doesn't No it doesn't No it doesn't No it doesn't No it doesn't
Going by official WoTC rulings:
* Part 1: Each land tapped acts a new instance of damage.
* Part 2: but all damage is from the same source.
The ruling says it's all the same source (part 2), yes, but it also
mentions the fact that each land tapped is a new instance of damage (part
1). The distinction is important for cards such as reverse damage, tht
retroactivly reverses all damage from one source (as per part 2). The
CoP:red specifically says that if a source damages you more than once that
you may pay an additional (1) to prevent that damage as well (as per part
1). The deck still works if you have a mana flare out to pay (1) for
each land, and still get mana.
In fact, also from the WoTC page (which is at
http://www.itis.com/deckmaster/):
Q: I have a Circle of Protection: Red (`(1): Prevents all damage against
you from one red source'). Can I use this more than once per turn?
A: Yes. Spend one point of mana for each source you wish to squelch. If
a single source somehow manages to damage you twice, pay another mana
as if it were another source.
> Concerning the point about mana
> flare and one or two damage from a land, I'm not sure. Whichever is the
> most current wording on the card goes for all the older versions. So, I
> know there is a version that says something like "whenever a land is
> tapped...."
Tapping a land for mana, is tapping a land for mana. Mana flare is
irrelavant, you still only tap the land for mana once, so manabarbs does
1 damage.
>I've recently put together a mana barbs deck (see: U/R/W deck w/cool combo
>in this newsgroup). It goes something like this:
>Red:
>4 Mana Barbs
>3 Fireballs
>3 Disentegrates
>1 Fork
You lose.... no mana flare... tap a land so you can save yourself from
Manabarbs with CoP:Red Talk about pointless.
>So far, it's done decently. When I get a mana barbs out fairly early, I
>win. Usually, it can take care of quickie's with counterspells and
>sinks. I love the drain power / fireball combo. Powersink works equally
>well to kill an opponent (and myself once because I didn't leave enough
>mana for the CoP).
Umm, you don't have any left over at all for the CoP: cuz each land you
tap requires you to pay one to save your hide. In order for manabarbs to
work they have to be used (a) with non-land mana sources, or (b) mana
flare/wild growth so that you can get mana and still activate the CoP:Red.
For fun play R/G and lifelace it. Who carries CoP:Green around anyway?
>I'm considering cutting out blue and adding a power
>surge aspect with more Vices and 4 Racks.
> The people I've played this particular deck with are always
>telling me how annoying it is (-:
If you used the rules, this deck would annoy you too.
-Josh
In R/G Sisters of the Flame come in handy, too.
I thought we cleared this up already!! (rolleyes)
: -dEAN -The Mad Scientist
:
: As far as the laws of mathematics refer
: to reality, they are not certain, and as
: far as they are certain, they do not refer
: to reality.
: -- Albert Einstein -- Flatter me, and I may not believe you
: Criticize me, and I may not like you
: Ignore me, and I may not forgive you
: Encourage me, and I may not forget you
: -- William Arthur Ward --
:
Bryce ba...@s-cwis.unomaha.edu
--
------------------------------------------------------------------------------
Jesus saves!! Passes to Moses. He shoots! HE SCORES!!!
------------------------------------------------------------------------------
: So, with a mana barbs and a circle red in play on my side, here's the
: sequence of events: I tap six lands. Mana barbs is now ready to do six
: damage to me. I use five mana to summon a Serra. During the damage
: prevention step in my main phase, I use the last colorless mana to
: prevent the six damage that mana barbs will do to me. Damage isn't
: resolved until the end of each phase. Additionally, mana barbs acts like
: a pestilence: with pest, you can chose to do points of damage
: individually, or in one single burst. Concerning the point about mana
: flare and one or two damage from a land, I'm not sure. Whichever is the
: most current wording on the card goes for all the older versions. So, I
: know there is a version that says something like "whenever a land is
: tapped...."
Oh, problem here. Read the ruling provided earlier in this thread. Each
land tapped causes Mana Barbs to damage you a separate time. It is not
like Pestilence where you can choose. It is implicit. You tap a plains,
one damage is added to the stack, you tap a plains, one damage is added
to the stack and so on. That is what mana flare is for. So you get one
mana from the tap and pump the other through your COP red. It would be
like saying if I let all the 1 point pestilence shots come, I could then
COP them all at the end.
bill
artifacts
4 black vises
2 Ivory Tower
3 Howing Mines
2 Winter Orb
1 Meekstone
1 Sole Ring
1 Maze of Ith
2 Libary of Leng
4 Juggernaut
Red
4 Manabarbs
2 Power Surge
2 Land Edge
1 Gravity Sphere
3 Lighting bolts
Green
1 Llanowar Elves
2 Sylvan Library
1Fyndhorn Elder
3 Birds of Paridise
White
2 Land Tax
2 Circle of Protection Red
1 Moat
Land
4 Mishras Factory
2 Plateau
3 Volcanic Islands
4 Mountains
3 Plains
4 Forest
Let me know what you think!
Bryan Petersen
bry...@halcyon.com