Inkmoth Nexus

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Inkmoth Nexus

Land

: Add .

: Inkmoth Nexus becomes a 1/1 Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)

Basshunter on Polymorphous Fun Time

4 months ago

Hi, what about Mutavault, Blinkmoth Nexus, Inkmoth Nexus or Mishra's Foundry? You can polymorph all of them...

VitsEco on Boros warrior Hammer

5 months ago

Cool take on HammerTime, Sigarda's Aid, Urza's Saga & Inkmoth Nexus would juice this list up.

VitsEco on UW Hammer

5 months ago

jdogz32 Thanks for the suggestions, however, I'm extremely reluctant to edit the mana base for this deck, with only 6 valid fetch targets dropping 2 further basics for the NEO lands is very risky due to being easy targets for Blood Moon etc, as for Blinkmoth Nexus I'd be more inclined for run a 4th copy of Inkmoth Nexus, but again this is already a risky mana base.

Icbrgr on Is WotC Being Cautious About …

7 months ago

@DemonDragonJ I am mainly thinking/speaking from a Modern format perspective games are decided earlier and earlier...

in yugioh there isnt such think as mana but more or less timing and number of times per turn an action/card can be played restrictions. In yugioh MANY (not all) games are decided in the first turn/who goes first... if you go first in yugioh playing a combo deck and your opponent doesn't interact with you then you will succeed in setting up a pretty much unbeatable board state which has very niche outs to. Yugiohs solution to this is hand traps cards that can be played at instant speed on the opponents turn because at the end of the day a good/competitive yugioh strategy is simply a deck that doesn't allow your opponent to play yugioh. sure the game isn't technically over on turn one and you can choose to play it out but its just a waste of everyones time... The flip side is essentially playing a deck that invalidates whatever the opponent does and kill them with a lightning quick response (think of it as an infect deck with Inkmoth Nexus and Colossus Hammer thats has haste and unblockable/indestructible/hexproof/trample/double strike blah blah blah) basically yugioh is where I see modern in years in the future.

In Modern Decks are able to generate more early advantage through cards like Ragavan, Scamming, and Urzas Saga such that if you can't control it early then you will inevitably lose. This is why a combination of Aggro and Control (Midrange) describes all the dominant decks, they need the ability to control for the opponents' pieces while having the power to apply pressure when the opponent is out of gas and that combination of cards is primarily found in Modern Horizons sets like force of negation/solitude.

So when people complain that modern is fast, they don't inherently mean that the number of turns has gone down, more so that the number of turns before an unwinnable position has been reached has gone down. If a Grief Scams three cards from your hand with Ephemarate then it will still take a fair number of turns to get you dead, but your draws need to be good or you will die on turn 6/7 from just that.

also make no mistake i love modern and i also love yugioh i just feel frustrated with both at times.

Azoth2099 on Green/Black toxic/proliferate need recommendations

9 months ago

Balvron

One more thing!!

As far as cuts go, anything EXCEPT FOR the following should be cut in favor of a more streamlined strategy with some of the pieces that have been mentioned imo:

Blightbelly Rat Bloated Contaminator Cankerbloom Fynn, the Fangbearer Phyrexian Hydra Scheming Aspirant Skithiryx, the Blight Dragon Thalia and The Gitrog Monster Invasion of Ikoria  Flip Chromatic Lantern Grafted Exoskeleton Snake Cult Initiation Carnivorous Canopy Drown in Ichor Infectious Bite Putrefy Tainted Strike Command Tower Inkmoth Nexus Karn's Bastion

All of these are great picks that can easily slot into the deck's rework.

wallisface on

9 months ago

Some thoughts from my own time playing this archetype

  • you really need mainboard Welding Jar (ideally 3) for todays highly-interactive meta.

  • Steel Overseer is too slow and too fragile to be of much use imo. It’s a liability.

  • i’d heavily suggest a playset of Inkmoth Nexus to give you a ton more ways to get off a turn-3 kill.

  • your mainboard should prolly have a few more toolbox options for Urza's Saga to go grab

legendofa on Memnarch by ChatGPT

10 months ago

ChatGPT seems to have a pretty good grasp that people sometimes do certain things, but not why people do certain things, or whether it's correct to do certain things. Here, Command Tower is basically a nonbasic Island, the fetch lands aren't much more than that, and Inkmoth Nexus is very optimistic with no other infect or proliferate. Chromatic Lantern is basically decoration. Training Grounds only interacts with three cards, but one of them is Palinchron, so I'll give half a point back.

On the better side, it picked up a lot of the standard control options, and Deadeye Navigator has some good options to work with, like Draining Whelk and Venser, Shaper Savant.

IHATENAMES on Surrounding Flames

11 months ago

Suggestions

First although not necessarily required id cut white. First Day of Class will work for counters.

Instead run a Goblin Engineer package with maybe 2 other wincons. Urza's Saga and Grind Stone + Painter's Servant

Additional threats could be Dragon's Rage Channeler card selection and flyer or something that enters with +counters maybe Arcbound Ravager and add a Inkmoth Nexus.

Karn, the Great Creator also provides a win vs other artifact based combo decks.

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