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a manabarbs deck with an entirely different twist. u need to get out manabarbs in the late game with this deck, its pretty essential that when u do get it out u have at least 5 lands or so. first play circle of affliction and sanguine bond, this will get u all set for mana barbs. use damnation, pyroclasm, silent arbiter, and wall of earth to make sure the field stays clear and u dont take too much damage. use duress to stop any pesky counters or removal. when the time is right play mana barbs and then u r set. tap a land, this will deal 1 damage to u with manabarbs, use that mana to use circle of afflictions ability so that the opponent loses 1 life and u gain 1 life, this puts u back to hopefully 20. then sanguine bond will cause the opponent to lose 1 life cause u gained 1 life. now each land u tap will cause the opponent to lose 2 life and u will escape unharmed. all u have to do is tap 10 lands and its game over, if the opponent taps some as well ur job gets easier. some search to help this go off. quite a fun deck, and one of the best uses of manabarbs i think, enjoy
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im pretty sure circle of affliction was made for manabarbs
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