: Gain .
: 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.)
|Want (3)||Goji , masterofmusix , edhan57|
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Inkmoth Nexus Discussion
4 days ago
WebbofLies Thanks for the suggestion! My initial build used them. However, I found that they were dead draws. They don't help fill the grave and they didn't provide an on field answer on their own. They definitely work with the spell slinging but this deck is super light on the mana. It's pretty hard to get them onto the field and have mana left over to cast spells. It's not uncommon to have 5 or fewer lands in play when you win the game.
To make the deck more dangerous I swapped out the creatures for the man-lands. It's a bit of a different style of play but I really like it! Inkmoth Nexus, Blinkmoth Nexus, Mishra's Factory, and Mutavault are low costed activations that play really well with this close-to-the-chest mana strategy. Plus, they create a huge problem for your opponents when they want to attack you. Since they are instant speed blockers you can animate during combat so your opponent cannot cast sorcery speed board wipes to get rid of them. Nothing feels better than animating them, declaring them as blockers, then tapping them for mana so that you can cast spells to buff them into 8/8's. The only reason I use Snow-Covered Islands is to get the man-land count up.
2 weeks ago
Not sure if I'm missing something, but why do you have 45 lands? That is as many as I run in my Tatyova Lands deck, which wins the game via lands mostly, specifically my Commander offers a payoff for landfall. I see you have a few payoffs for landfall, but it still seems like a lot. Anyways, a few thoughts!
First thought, Multani, Yavimaya's Avatar would probably work well in here, maybe even as a Commander. He often end up quite big, and he comes with Trample and a recursion effect. You can still run Ohran Frostfang and Bow of Nylea for Deathtouch, and you could run Saryth in the 99 still. Just an out there thought to start off with, not trying to be negative.
I think Isochron Scepter probably wants more potential 'hits' (you have 2 afaik, I find having quite a few more, and some tutors for Instants and Artifacts still doesn't set it up very often).
Crucible of Worlds seems odd in here too, for one Ramunap Excavator does similar work and is a more useful type (and your Commander can get the creature Hexproof), and on the other hand your deck runs enough lands that you'll hit drops to turn 6 usually. I'm going to list a few utility lands that might help by giving mana sinks or card draw to help when you get flooded: Bonders' Enclave and War Room might work out, offering a mana sink and card draw to help smooth out bad draws. You could consider Geier Reach Sanitarium and/or Mikokoro, Center of the Sea, but these help everyone. Tyrite Sanctum is a good utility land in more casual play, offering +1 counters or Indestructible. Temple of the False God can blow up in your face a bit with a terrible hand, but it's usually a ramp land if you run this many lands. Inkmoth Nexus might work well with +1 counters, and it dodges wipes usually. Tower of the Magistrate is useful vs Voltron, you can give an opponent's creature protection, dropping all it's equipment IIRC, which can be pretty funny the first time. Homeward Path can be nice in Green, if people steal your better creatures it feels pretty bad. Any of the G lands with Cycling like Slippery Karst or Tranquil Thicket can be nice with a higher land count. Blighted Woodland or Myriad Landscape offer ramp, but are slow or use a lot of mana to do it. I actually like Opal Palace in a deck that can benefit from it in 1v1, and you should have lots of mana on hand to make the tax pretty insignificant. If you can recast your Commander a few times, they end up reasonably beefy.
Time of Need can find Fynn or Toski. Have you thought about more removal, mostly for artifacts and enchantments, but Green has access to some creature removal, so-so stuff like Kamahl’s Will exist at this point, or the reasonably useful Transmogrifying Wand for repeated Destroy. Silklash Spider or even Squallmonger can help deal with Flying decks, which are frustrating. I also run Sandwurm Convergence in my mono G deck, otherwise I consistently lose to faster flying decks like Talrand (a very nasty 1v1 Commander), ymmv though.
1 month ago
Each player seperates their lands into two piles. You choose a pile for each player, and that player sacrifices it. You may then play up to one additional land from each player's graveyard this turn. Those lands enter the battlefield tapped.
Someone have a Gaea's Cradle, an Ancient Tomb or a Spinerock Knoll? What about an Urborg, Tomb of Yawgmoth? Command Tower? Inkmoth Nexus? How about Dark Depths or a Nykthos, Shrine to Nyx? Maybe they have a Vault of the Archangel or a Rogue's Passage? Minamo, School at Water's Edge?
Technically, Rules As Written, a pile could be 0. So, when you seperate your own lands, you could theoretically have a pile of all of your lands, and a pile of 0 lands, then sacrifice the pile of 0 lands. Absolutely disgusting.
Lots of ways to seriously get ahead with a spell like this.
Repeat, or wild if you've already done it and wanna get back into the thread.
1 month ago
This is sweet! Reminds me of the naya hammertime list from a little while back without the Glistener Elf and Inkmoth Nexus. The only thing that I really think you should consider is a one-of Shadowspear. The trample is just so relevant especially given you're going all in on the double strike/one big swing plan. Giver of Runes is a good inclusion here, you may like a copy or two of Faith's Shield? Maybe not - only reason for suggesting is that it would protect a hammer or sigarda's aid in addition to the creeps. Looks like a barrel of fun!
1 month ago
She's an awesome commander, no doubt :) I'm a huge fan of Elenda in flavor, in design, and in game too. Even now when we have vampires in wedding dresses and things, Elenda is still the most classy one around. There are a few things I can think of that might help with the deck. Not sure how amazing they are, but here's some ideas:
Blade of the Bloodchief is almost made for Elenda and can just be a good play just to have it on board with it's super low cost.
gravepact I mean, it's grave pact, and it's the best at being grave pact.
Nether Traitor and other creatures that you can recur over and over are pretty great. Just scooping it back to power the sac engine can be well worth it. Bloodghast is good too, and I think there are a few zombies with similar effects. I mostly run traitor because the price tag on a lot of this type of card is kinda up there.
Deadly Dispute is such an awesome card. It is going to do everything you want and then some.
Hero of Bladehold can be a great way to make creatures. She works best with some kind of evasion, but just getting two free bodies per turn can be very good.
Seraph of the Scales can take out the best flying threat on the board and give you two spirits on the other end.
Dire Fleet Poisoner is a card I really love, and I get that it doesn't always work and it requires adding pirates, but when it works, it's excellent. Flash in deathtouch on their blocker and then get a deathtouching blocker of your own can really make a big swing. Changelings or Dire Fleet Hoarder work so well with the poisoner.
Lingering Souls Soul Warden and Soul's Attendant are good cards from modern soul sisters that can work in commander. One mana for warden to gain you maybe 10 life and also give you a body is great. And if they really have to use removal on your one mana creature, that's almost better.
Vampire of the Dire Moon anything with deathtouch works well with Elenda and if you give dire moon something like the blade of the bloodchief to make her an attacking threat, it will start pinging small creatures left and right.
Karn's Bastion might be a good utility land to put extra counters on walkers and Elenda. Manlands might also be good to give you creatures if you get flooded. Mutavault Inkmoth Nexus Mishra's Factory pretty much anything that can give you mana early and be a creature to sac late game is useful.
Pyre of Heroes can be amazing if the deck has enough CmC and same types to make it work. When it does though, sacs plus tutors is solid.
Lolth, Spider Queen when she's good in a sac deck, she's really good, but when she's not, it's hard to justify her in the deck. May not be great, but I have had times where she was just the best card.
That's all I can think of right now, but I'm sure there's a lot of ways to go with this one. You've got a great looking deck, these are just the things that came to mind. You might also find that it plays better to remove some staples for things that go along with the theme. Like, Esper Sentinel is really great, but you might actually get more value in a game out of Soul Warden And, when I play Elenda I always try to give her evasion somehow or use Sanguine Bond to make her lifelink into damage. Sometimes she can get really big and not actually do a ton, I feel like.
Hope you have fun tuning up the deck :) I'd be interested to check in and see how it goes. Looks like a fun one.
2 months ago
Infect is terrifying because it's so much easier to count to 10 instead of 20/40. It has been powerful and overly present in Modern, In constructed 1v1 where there's only one player whose interaction you need to stop. I think it stopped being very relevant around the time Fatal Push was printed?
Anyway, in commander you still need to survive the interaction of three other players, and have to count to 10 two more times after you've killed an opponent and established yourself as someone dangerous who needs to be dealt with. Outside of Skittles (Skithiryx, the Blight Dragon) who insinuates his game plan before the game even started and is therefor not that dangerous and easy to anticipate, and maybe Atraxa, Praetors' Voice who can do cute things like proliferate the counters for inevitabe kills, there's barely any valid infect commander strategies, outside of oneshotting people with one-time effects like Triumph of the Hordes or Tainted Strike.
The only infect card I play is Inkmoth Nexus in my equipment deck, because that's a scary land with an easy-equipped Colossus Hammer. Any card that would remove infect counters, would come too late for any opponent that I infected. That's probably why people don't see the need for a Vampire Hexmage for players.
Antidotes do exist in real life, but this is not just any infection we're dealing with. This is Phyresis, a magical infection to remove organical impurities and leave nothing but the perfect life form. It's a lot more potent than penicillin ;-)
2 months ago
As someone who has been playing Infect since highschool, although a Monoblack version, I got a few things to say.
You're not the aggro. Without you can't aggro. Not having a 1 drop stops you from applying pressure fast enough. You'll want to play kinda like a control deck.
If you're playing just Kitchen table, Proliferate should be fine. I just want to warn you. In case you want to power it up and optimize deck, you'll probably have to cut most of this theme.
Since you're a slower deck, your main weakness is going to be aggro decks. As such, the deck wants a lot more removal.
With these general stuff out of the way, I'll talk specifically about your list.
Don't even think about Fuel for the Cause. to counter a single spell and Proliferate is a terrible trade. If you really want to go all in the Infect theme, you could maybe run a single copy of Corrupted Resolve.
Mana Leak is perfectly decent for the deck. I'd cut a single copy of Spell Pierce, or at least put the other copy in the sideboard. A removal spell like Fatal Push is a good option, although a bit non-budget (but I'll be talking about options of removal later).
I'd completely ditch the artifac package. They're insanely slow and playing them on curve they don't help you develop your strategy. Maybe add a single copy of Karn's Bastion to your manabase if you really want something to Proliferate repeatedly.
About removal, nowadays we have a ton of removal, and almost all of them being removal. Power Word Kill, Bloodchief's Thirst, Cast Down, the old and iconic Doom Blade, Eliminate, Go for the Throat and a lot more.
I completely understand if you don't want to include Inkmoth Nexus because of its price. Affinity decks coming back to Modern made really expensive again. However, I have to say they're a breaking point for Infect decks. As soon as I got my copies, I felt the power level of my deck increase significantly. You can maybe add a few Cathedral of War to help buff your creatures.
I still have some more stuff to say but I don't want to bore you to death :P Tell me what you think. You can take a look at my primer for Monoblack Infect if you're interested. Also, you can call me for a chat so I don't pollute you comment section.
3 months ago
I'm not trying to be pushy with my suggestions, and I hope I'm not coming off that way. I just don't see a lot of ways to ensure Lair of the Hydra connects, or Inkmoth Nexus deals significant damage in the current build.