Inkmoth Nexus

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

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.)

Brimstone on Pattern Recognition #244 - Lands …

3 days ago

I remember building my first competitive modern deck. It was an Infect deck, and Inkmoth Nexus cost a chunk of money at the time (they still arn't cheep). I got one in a draft, and then spent the next 3 months, buying one each paycheck.

Not only have they been niche wins in modern, Especially against control decks, but also have won me a few CMDR games.

So! Eventhough I agree you usually don't use manlands to win with agro decks. Sometimes you can.

Mutavault is also really fun. It's versatile. I have used it in my Marrow-Gnawer deck to help get the engine running again after a bad boardwipe, or to steal a neat effect from an enemy tribal deck with global buffs.

Another reason I like to run manlands, especially in EDH, is when someone forces you to sacrafice a creature when it looks like you don't have anything except valuable creatures to sac. You can turn your land into a creature and sac it instead.

Thank you for the great artical! It was a really fun read.

ETdotG on Noyan Dar, Spell-Police

2 weeks ago

Hey that deck seems realy nice, I would change Stroke of Genius by Pull from Tomorrow and Curious Homunculus  Flip by Baral, Chief of Compliance I would also put more manlands, Celestial Colonnade Hall of Storm Giants Forbidding Watchtower and Faceless Haven seems good pick to me (and if u wana be mean Inkmoth Nexus lol. But outside of that that a neat build ^^

wallisface on BOOOOOST

1 month ago

Modern UG infect wants to play very quickly, generally aiming to win the game on turn 2 or 3. Usually, if they haven’t won by turn 4, they’ve lost.

With that in mind, you need to seriously re-adjust your mana curve. The majority of modern decks can’t justify running anything over 4cmc, and being an aggro deck, that goes doubley for your build. Ideally you should be running only cards that cost 1-2 mana, with nothing costing above this.

I think at the moment your brew is going to play too slowly and clumsily to get the job done. Imo, focus on ensuring that Blighted Agent and Glistener Elf can reliably deliver a quick 10 damage, and ditch all your other creatures (UG infect typically just runs those 2 creatures alongside Noble Hierarch and Inkmoth Nexus)

TheoryCrafter on Pushing Poison

2 months ago

Wow, thank you for sharing your input.

My deckbuilding style usually comes down to these rules:

-I try to have 2 workable strategies so if My deck takes a hit it's not immediately game over.

-If the average mana costs of the spell cards comes to above 3, the spell/land ratio is 3:2. If I can get it below 3 then the ratio is 2:1. The latter is what I've been aiming for per my deck description.

-I try to keep at least half my lands basic so that if an opponent plays Back to Basics or Blood Moon it won't result in an immediate scoop. If I'm running 3 or more colors in a deck, I'll usually run most if not all my red producing lands as nonbasics to render Blood Moon less effective. To determine how many of what lands that produce one mana I use basic Algebra and usually get close what mana calculators say.

-Because one of my biggest weaknesses in deckbuilding is a difficulty to "kill my darlings" if I can run lands with abilities that can keep spaces open for other cards. Boseiju, Who Endures and Inkmoth Nexus would likely make this deck were it not for their expense.

-I go by mana efficiency. Essentially if I'm using decktypes like Burn or Mill, I'll try to have at least 1 damage caused or 1 card milled for each one mana spent unless that card has an ability that is reusable. Thus I might use a card like Sage's Row Denizen for mill, but not necessarily a card like Fireball for burn if I have other options available. Thus when casting to give opponents poison I have to spend as little mana as possible, even if the 1:1 ratio goal is impractical if not impossible.

-Sometimes I'll use three copies of a inexpensive card manawise like Soulfire Grand Master and two copies of an expensive one like Radiant Scrollwielder that have some of the same effects but different power levels as a means to maximize without damaging my mana curve.

-Unless the card is absolutely vital to a deck, like Masako the Humorless would be in an Azorius advisor deck, I won't run more than two copies of a Legendary Creature card.

Kazierts, I'm not 100% sure yet I want to move into the standard way infect is played, but however I decide to score your suggestions you deserve kudos for their practicality for the way my deck is currently built. If you have ideas on how to balance standard infect strategy and casting to Poison they are welcome.

Spirits on Agents of Darkness

2 months ago

How often do you Hatred for 20 life with Yuriko, the Tiger's Shadow? Or is it too dangerous a venture with no life gain?

Phyrexian Tower seems good, has the hurt you a lot, or has it paid dividends to get Yuriko, the Tiger's Shadow back into the command zone?

Grafted Exoskeleton can infect as a permanent. It's a bit high CMC and your opponents will see it, but like the Inkmoth Nexus can help get you over the hump? Or maybe a Glistening Oil? Both have some staying power if you get a player to 8. Neither are instant equip though like the Tainted Strike.

Kazierts on Pushing Poison

2 months ago

As someone who loves infect, I have to say your list has waaaaaaaaaay too many creatures and lands. Even slower versions like mine, a Monoblack one, run around 12 creatures + 4 Inkmoth Nexus. Infect is a strong mechanic. So, in order to make it balanced, WOTC made the creatures really bad, which is why it's usually a bad idea to run this many of them. And 28 lands is asking to get mana flooded

Nevertheless, I'll give my suggestions without trying to chance to core ideia of the deck. If playing this was is how you have fun and it works for you and your friends, then I just want to help you make it better without modifying its core.

If you want me to give you suggestions more aligned with how Infect is normally played, tell me and I'll be happy to help. I just wanted to respect your deckbuilding style as much as possible with these.

Icbrgr on Modern Prowess

3 months ago

things in the modern meta to be mindful of are Chalice of the Void and Ensnaring Bridge... have access to a lot of artifact and enchantment removal. I suggest 2 copies of Prismatic Ending and 2 copies of Abrade/Rip Apart. Prismatic ending counts as a 1cmc spell so it can hit chalice on and rip apart can get rid of chalice on and both can clear away ensnaring bridge... maybe even Hurkyl's Recall for affinity matchups.

you dont seem to have much reliance or utilization of your own graveyard as a resource so Rest in Peace/Relic of Progenitus seem like a great option for hosing opponents with graveyard shenanigans.

Cleansing Wildfire/Alpine Moon seem like good options for dealing with somthing like Inkmoth Nexus... Blood Moon also works but its a bit high cmc and youd have to make sure you fetch a basic Plains/Island before playing it.

Because you are in a good countermagic spell could be Remand... it might buy you a turn against a combo deck like Saheeli Rai + Felidar Guardian and draw you a card.

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