|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Rare|
|Modern Masters (MMA)||Rare|
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: Add to your mana pool.
: Blinkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying until end of turn. It's still a land.
, : Target Blinkmoth creature gets +1/+1 until end of turn.
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|Have (21)||Pyre_Vulpine96 , HydraOoze , Va1mar , Skydra2 , LTmiller , golgarigirl , Azdranax , Paradise_Collectibles , philktoken8998 , wackozacko , meowCat1234 , CampbellStev , perrin515 , Roadhog , , Nemesis , tangrams , mentor6 , TehDelta , Famicomania , Vergil_Redgrail|
|Want (2)||Ace_Kavu , Azdranax|
Blinkmoth Nexus Discussion
2 days ago
Also, it couldn't hurt to add some manlands (Dread Statuary, Treetop Village, Blinkmoth Nexus) to this deck, as they really do good with The Great Aurora. AND Undergrowth Champion is an all all-time favorite elemental creature of mine that I think could do really good in your deck.
2 days ago
I've got everything except:
6 days ago
2 weeks ago
a. The mana cost is prohibitive. It sounds silly, since I am playing a mono black list with Gray Merchant of Asphodel, but quadruple black requires almost all swamps or an Urborg, Tomb of Yawgmoth in play. This will almost always be difficult to achieve in the early turns (specifically, on turn four, when you want your four drops), because Field of Ruin, Ghost Quarter and Mutavault are just so important to the list. Without Field of Ruin, you straight up lose to Tron; the control and affinity and merfolk matchups become so much worse because you don't have the free answers to Celestial Colonnade, Inkmoth Nexus, and Mutavault. Field of Ruin is a land that also kills a creature; Mutavault is a land that synergises with Kalitas, Traitor of Ghet (it's a zombie) and with Pack Rat (it's also a rat). Manlands are very powerful, and in this list, Mutavault is especially so. Given that this means anywhere between six to eight colourless sources in the deck, I cannot afford to consistently run Obliterator, or even Nightveil Specter.
b. Opponents can ignore Obliterator if I choose to attack with it; they can race me with Death's Shadow, Tarmogoyf, and Lingering Souls. In later stages of the game or in board stalls, it is possible to brute force one's way through an Obliterator on defense by sacrificing tokens and lands (Voice of Resurgence, Eternal Witness, etc.); alternatively, one can block to reduce trample damage, sacrifice lands, and win on the crackback. This does not mean Obliterator is a weak card, quite the contrary; it simply means that Obliterator is not as board dominant as most people imagine it to be. By contrast, by virtue of the fact that Demon flies, it can deal with Lingering Souls and ignore ground combat entirely. Bitterblossom, Inkmoth Nexus, Blinkmoth Nexus - it is surprising how often flying is the relevant keyword.
c. Demon has six power. This is a three turn clock because in Modern life totals often start between 18-16. Obliterator has five power. This also makes Demon better in races, especially when backed up by removal. Two Demons is also a two turn clock; two Obliterators is a three turn clock.
It is sometimes argued that Demon's capacity to be tapped down makes it weak. Towards that end, I would reply that Demon is The Abyss, but can also end the game. I am not unhappy playing multiple copies of a card that makes my opponents sacrifice a creature each turn, given that in almost every case, the late game favours me.
3 weeks ago
I think Arcum would be better if you drop your fetchlands for more artifact creature lands like Blinkmoth Nexus & Inkmoth Nexus to go with your Mishra's Factory. Buried Ruin could find a place in here too.
Elixir of Immortality is also something to consider, when Paradox Engine gets destroyed and Nevinyrral's Disk is an alternate wincon with Darksteel Forge since you don't have much synergy with Spine of Ish Sah, it would be a good switch.