|Commander / EDH||Legal|
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|Mirrodin Besieged (MBS)||Rare|
|Mirrodin Besieged: Phyrexia (MBP)||Rare|
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T: Add 1 to your mana pool.
1: 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.)
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Inkmoth Nexus Discussion
52 minutes ago
Due to the popularity of Affinity, playing Phyrexian Unlife will allow Affinity to one-shot you even easier with Inkmoth Nexus and Cranial Plating or Arcbound Ravager. It's makes a very tough matchup even worse, thus severely hurting it's use in any main/sideboard slots in Death's Shadow decks.
5 days ago
Deco_y on The Plague
1 week ago
It has been a long ass time since I've played MTG and tried to be competitive, but back when I WAS one of the top 10 members of Tappedout, I played a lot of infect. A lot. So I can hopefully give some useful feedback.
Sideboard: Cut Flensermite, Phyrexian Swarmlord, and Whispering Specter. Swarmlord is tempting to include but in reality, it's a win-more card and ranges from moderately to very effective only when you're going to win anyways.
Mainboard: Any competitive infect deck needs 4 Phyrexian Crusader. It's such a good card. You may also want to consider another Inkmoth Nexus budget permitting. Also you want 4x Vines of Vastwood for protecting your stuff.
I don't think you need more than 4 hand search vehicles (Inquisition of Kozilek and Thoughtseize). Granted it almost never hurts to have more, but drawing one late game when you want a pump spell is an awful feeling that I've experienced personally. Of course, you'd want 4x Thoughtseize, but again budget permitting.
I'm also personally of the opinion that an infect deck does not need kill spells in it. Pump spells (like your sideboarded Become Immense) pretty much act like a kill spell if your creature gets blocked. If they don't block, your creature skates through and deals massive poison counters. A key to remember is that a pump spell draw late game wins you the game with an infect deck(especially with Rancor), and a kill spell does nothing to advance their poison counters. Inquisition or Thoughtsieze should allow you to get rid of any creature you don't like/can't deal with anyways, so that's why I think kill spells are moot.
Pen-ultimately, Livewire Lash was a card I used back in standard. It may be too slow now for Modern, but it's a way to deal poison counters without having to attack your opponent. Just pump and deal damage.
Lastly, if you are keeping your mana curve topping out at 3, you may want to also consider dropping to 21 land. It can be risky, but I would play test it anyways.
Hopefully this helps you somehow or can give you a bit of inspiration. I noticed you have a mill deck and I'll check that one too as I really want to make my current mill deck better.
1 week ago
also, the whole appeal behind infect is that it can win really fast. i've seen it win turn 3 by dealing all 10 infect damage with a single creature. an Inkmoth Nexus to be exact.
turn 1: land, Noble Hierarch
turn 2: land, cast whatever you need/can.
1 week ago
2 weeks ago
For the mainboard, I'm a bit worried about your manabase. This deck desperately wants to play a cantrip T1 into a counterspell (probably Remand) T2, and your odds of drawing the mana to do that, accounting for mulligans, are only about 75%. You're pretty low to the ground, and if you can cast your cantrips you should be able to find what you need, but a land count of 22 or 23 seems more appropriate for this deck. It also seems like you might be a bit slow to combo; you need 5 of your 20 lands to even cast Polymorph, and it won't often be safe to tap out on Turn 5, so it seems like you'll be idle for 7-8 turns, which could be dangerous.
I really like the inclusion of Cloudform and Runechanter's Pike; the kill out of nowhere with Inkmoth Nexus seems pretty plausible if you get a chance to pike it. Disrupting Shoal also seems like a brilliant way to protect your combo if you get into a counter war, since you'll probably have left over cantrips, so it can hit a Spell Pierce for free.
With that in mind, here are the changes I might make:
First, I would cut 2 Blinkmoth Nexus for 2 Faerie Conclave, just to make sure we can hit our consistently. I think there might also be reason to cut a Thirst for Knowledge; most of the time, I think this deck can't afford to tap out on Turn 3, which means we're looking for an EoT Thirst; I also don't think you want to be discarding Pike, especially if you're in dig mode. The extra slot makes room for a third Faerie Conclave, so the deck is on 21 lands and 9 manlands. I think this deck could also benefit from the Training Grounds + Umbral Mantle combo, considering that it's playing so many manlands; if you combo of G1, they'll board in a bunch of hate, and they probably won't see a different combo coming. I'm not sure exactly what could be cut here. You'd be adding a redundancy combo, so losing Emmy to Cloudform wouldn't be as much of a risk; that might allow you to cut an Emrakul; you might also be able to cut some Cloudforms, and then see if it's possible to shave combo protection.
All of this is sort of half-baked, though; I'm sure you've thought about at least some of these things, and that there are good reasons for omitting them. The only think I really think will be a problem is the low land count.
Also, although I'm not sure how this would go exactly, this deck could probably make a splash. The three main contenders are white (for incredible sideboard options, Path to Exile, and Myth Realized, which I think would be great in a Polymorph deck), green (for Khalni Garden, which was a major piece in the original Extended Polymorph deck, along with Beast Within and some ramp), or black (for Fatal Push, discard to protect your combo, and maybe Bitterblossom).
As for the sideboard, I have a few ideas. First, I've had a lot of success with Gigadrowse in mono-blue sideboards; if you topdeck it, it pretty much buys you a turn, and bringing it in against other combo decks could work here. I would also play some Swan Songs (maybe even in the mainboard); they protect your combo, stop your opponents from shredding your hand, and can give you Polymorph targets in a pinch. Pongify and Rapid Hybridization are good creature removal, and Hibernation actually wins a lot of games when your opponent doesn't expect it. Beyond that, it's hard to say; if your LGS has a decent number of Affinity players, you'll need the full set of Hurkyl's Recall to stay competitive, but otherwise you probably can't afford the slots. For now, I would suggest that you get 20 or so generic blue sideboard cards, then look into more specialized cards if there are specific decks you need to beat.
(I'm not sure if checking or unchecking suggests on this site, so you may get a ton of extraneous suggestions from this comment. Sorry about that.)
1 month ago
Hope of Ghirapur: Ok, I see what you're trying to do now. I'm not sure if it's the best version of what this deck could be, but I see it. The ghost quarters and HoG are meant to stall tron, storm to an extent, titan shift, etc. I still think it would be situated somewhat better in the sideboard but alright.
Inkmoth Nexus: hmm you're completely right about that. I think I simply misread your list.
Thoughtcast: I guess if you're going for more of a stall strategy then it is a better choice. It probably increases your chances of increasing a later round win than having Galvanic Blast in the main, but 4 just feels like too much to me.