Inkmoth Nexus

Inkmoth Nexus


: 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.)

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Have (2) Azdranax , metalmagic
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Format Legality
Custom Legal
Commander / EDH Legal
Highlander Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
1v1 Commander Legal
Block Constructed Legal
Tiny Leaders Legal
Duel Commander Legal
Limited Legal
Canadian Highlander Legal
Oathbreaker Legal
Casual Legal
Legacy Legal
Modern Legal

Inkmoth Nexus occurrence in decks from the last year

Latest Decks as Commander

Inkmoth Nexus Discussion

HxC-Spazz on Monoblack Infect [Competitive/Primer]

1 week ago

Nice deck dude. I also play Mono Black Infect and i love Demonic Embrace on Phyrexian Crusader. It turns him into a 2 turns clock with evasion, and it's recursive. But i run no other creatures in my build and it's true that it's less impressive on a Plague Stinger or an Inkmoth Nexus...

Behgz on Izzet Polymorph

1 month ago


Although, I do think about lines of play where we have Mutavault in play alongside Blinkmoth Nexus.

If an opponent attacks with a 2/2, we could activate muta and then target it with blinkmoth and give it +1/+1 so we could block with a 3/3 Muta. It's more common of an occurrence than dealing 20 damage over multiple turns with a single Muta. So we could end up seeing that interaction in maybe 1/10 games vs a full 20 damage win in 1/100 games. So in that regard, Mutavault is certainly something to consider, not as a full fledged alt win-con but just as a built in layer of defense that can help us survive a bit longer and then pull off the combo sooner. That might actually be worth the extra $1 a piece vs Inkmoth Nexus.

Behgz on Izzet Polymorph

1 month ago

sergiodelrio Hey thanks for the comment and suggestion.

Back when I started the deck I made the decision to play Inkmoth Nexus over Mutavault %100 because of budget reasons. Muta costs a bit more than inkmoth, about a dollar more each. And at the time I also built budget mono-green infect, so I was able to utilize inkmoth in more than one deck, whereas I wasn't inclined to build a seperate deck that used muta's, although you absolutely could. Typically, tribal decks that use muta also use Aether Vial which cost around $20 a piece for digital copies. So if you wanted to repurpose Muta's in another deck you would be looking down the barrel of spending $80 on vials, which I'm personally not interested in. I enjoy playing magic on arena and mtgo, but as far as mtgo is concerned i don't feel comfortable investing too heavily into that digital economy specifically because I'm worried that Arena will absolutely take over and crash the digital economy built around MTGO. That being said, I'm okay with investing $25-$50 into an entire deck, but I absolutely don't feel comfortable investing $30-$40 into a single digital copy of a card, like Teferi, Time Raveler which would be a great inclusion for this deck but it's cost prohibitive and I don't have faith that any card on mtgo will maintain it's value over the next 5yrs, where I'm predicting the entire digital card economy will crash specifically because Arena will inevitably begin to offer older format support. I could be wrong, but how do you ignore the idea that you could sell your player base all of the exact same cards a second time because you force them to migrate over to a different client. There's too much financial incentive involved without having to design new cards, they would just be porting over existing cards. It's literally the easiest way for them to generate a profit with the least amount of creative energy exerted.

The day you see original dual lands introduced to Arena as a Historic Bundle will be the canary in the coal mine for the mtgo digital economy.

However, $1 more for Mutavault is absolutely justified especially if you personally felt like building another deck that used them.

Additionally, the times where this deck pivots and manages to go for a manland win is very rare, like 1/100 rare. Based on that, weighing the pros vs cons of Mutavault vs Inkmoth Nexus so that the optimal card can be used in 1/100 of your games is so insignificant that something as simple as saving $1x4 is more substantial as well as factoring in if/how you could use the cards in question in other decks. Like inkmoth in infect vs muta in merfolk etc.

Thanks again for the comment and suggestion.

SurpriZe on card:Colossus Hammer and card:Inkmoth Nexus

2 months ago

@sergiodelrio Thanks for the answer! I did see that ruling, but the Inkmoth Nexus's second ability doesn't say "gains flying", just that it becomes a creature with flying. In addition to that, in the situation I described, the Inkmoth Nexus already became a creature with flying, so that's why I'm not sure if activating the ability a second time would do anything.

SurpriZe on card:Colossus Hammer and card:Inkmoth Nexus

2 months ago

I have an Inkmoth Nexus and Colossus Hammer on the battlefield. I activate the Inkmoth Nexus's second ability and it becomes a creature. Then, I equip it with the Colossus Hammer, and it loses flying. So my question is: what happens, if after all this, I activate the Inkmoth Nexus's second ability one more time? Will it gain flying or not?

TheVectornaut on Searing Infection

3 months ago

Most of my experience with infect comes from playing simic, but I have played the mechanic in all 5 colors. In terms of power, green is the most effective color to play by a very VERY large margin. You get access to the best infect creature in Glistener Elf (along with the slower and safer option of Blight Mamba), you get trample sources to push through damage with Ichorclaw Myr such as Rancor, Predator's Strike, and Larger Than Life, you get protection bundled with buffs in the form of Vines of Vastwood, Ranger's Guile, and Blossoming Defense, and you get the largest pool of very strong power boosts in the form of Mutagenic Growth, Invigorate, Scale Up, Might of Old Krosa, Berserk, Become Immense, Groundswell, Phytoburst, Noble Hierarch, and Pendelhaven. Since infect is an all-or-nothing sort of archetype, even when running the less aggressive versions, the most important characteristics that you need are speed, protection, and evasion. Green offers two of those things in spades but can struggle with evasion. This is why blue is generally considered the next best color to run. You get the insane threat of Blighted Agent, unblockable buffs with Distortion Strike and Aqueous Form, and protection from spells via Spell Pierce, Dispel, Turn Aside, and the odd Spellskite. Black is the next best. Plague Stinger's flying isn't as good as the unblockable on a Blighted Agent but it's still very powerful evasion as illustrated by the ubiquity of Inkmoth Nexus in every non-budget infect list ever made. Black also nets useful control tools like Thoughtseize, Inquisition of Kozilek, Fatal Push, Dismember, and Assassin's Trophy. White was considered the worst infect color for a very long time since its best option (Apostle's Blessing) can be used in any deck, but the recent introduction of Giver of Runes has breathed some life back into the color. Additionally, I've seen a lot of equipment lists popping up that use Colossus Hammer, Kor Duelist, Sigarda's Aid, and Kor Outfitter to see some success. Unfortunately, that leaves red as the current worst color to run in infect. It has some decent buffs but they pale in comparison to green's offerings. The result is that most red infect decks rely on gimmicks like using Razor Swine's first strike to wither enemy creatures, generating infinite mana to pump into an unblocked Ogre Menial, or putting Phyresis on something like a Spikeshot Elder to bypass combat altogether. Your instant tricks definitely fall in this category. That's not necessarily a bad thing though. If your meta is casual enough, red should still work and it will be much more interesting to play with / fun to play against than a more traditional deck. How competitive you want to be is always up to you.

To answer your specific questions, I would probably start by cutting a few creatures. Most lists run about 12 infect sources (and that's including a playset of Inkmoth Nexus). With Hand of the Praetors on your top end, running 16-20 isn't that unreasonable, at least as long as all of them are good. Infect creatures usually become "bad" when they cost more than 2. That's why I wouldn't usually recommend running Ichor Rats or Septic Rats. Both Necropede and Plague Myr are perfectly acceptable inclusions with very similar power levels. They'll rarely be better than Plague Stinger or Ichorclaw Myr but that's okay if you just want more guys to play. As for Vector Asp, it's honestly a pretty bad choice in most circumstances. While you usually won't need to activate it more than 2 or 3 times to win the game, that mana would be better spent elsewhere, and it doesn't even trigger the Hand. However, given the choice of it and a 3-drop, I'd probably take the snake, especially since it would be your only proactive play on turn 1 (barring the inclusion of Glistener Elf or Inkmoths). Better though would just be to run neither and invest in more buff spells to assist in combat and trigger Livewire Lash. I do like the idea of those spells having cycling in theory, but in practice, the mana needed to cycle can short you of the resources needed to close out the game. Plus, cycling spells tend to cost more to account for the added ability. Cycling lands on the other hand should be fine as long as they come in untapped, although it looks like that only describes Ash Barrens and Blasted Landscape. Just like with creatures, I wouldn't run any spells that cost more than 2 unless they can win you the game like Soul's Fire can. This will also allow you to run 20 lands or fewer, opening up even more slots for gas. I apologize if I'm repeating myself about the low-cost-high-speed thing but that is basically the reason the infect mechanic exists. If you prefer a slow and more controlling style, Rakdos wither built around Necroskitter is a fun option that has some overlap with infect.

TheVectornaut on Searing Infection

4 months ago

Rakdos infect is pretty tough to work around, but you have some cool things going on here. i'd try to have as few creatures above 2 CMC as possible. Hand of the Praetors is strong enough as a finisher in slow games, but the rats should probably be Plague Stinger and possibly Vector Asp. Budget permitting, Inkmoth Nexus is a fairly obvious upgrade. I'd also try to lower the cost on your instants and sorceries. This is especially helpful when playing around Livewire Lash (which should probably be at 4 copies). Reckless Charge, Assault Strobe, Brute Force, Virulent Swipe, and Temur Battle Rage are all options that work better with Lash than Footfall Crater, Dirge of Dread, and Memory Leak. Ways to protect your infect creatures can be very helpful, especially after sideboarding. Apostle's Blessing is probably the best in your colors. I really like Outmaneuver and Soul's Fire as ways to take advantage of infect in red. If you're willing to splash other colors, Wild Defiance provides nice redundancy for the equipment, not to mention the other benefits of having green in the deck.

Anyway, good luck with the deck!

ISWAR on Atraxa Superfriends First Deck

4 months ago

That's a good idea Lanzo493! You think replacing Inkmoth Nexus with it is a good idea? I put that in initially to have just a potential source of infect, but not sure if it's worth it.

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