Man lands are always of a certain use,
especially when they can be activated
colorlessly. The ability to produce a creature
that is not a creature during opponents' turns,
and thus difficult if not impossible to target
with sorcery-speed removal or board wipes,
should not be underestimated. Further, the
inclusion of a land that becomes a creature
allows you to cast your own board wipe and
immediately attack before an opponent can
produce blockers, as well as continue to put
pressure in opponents even after their board
wipes. Players who experienced the original
Mirrodin block will remember Blinkmoth Nexus, a
similar land that was highly sought after and
celebrated for these selfsame reasons. But above
and beyond the advantages of being a man-land,
Inkmoth Nexus and its progenitor excel through
colorlessness allowing them a slot in any color
deck, through a cheap activation cost that does
not force it's wielder to choose between
attacking or casting spells, and through flying,
which is as useful here as on any creature.
Finally, infect makes the Inkmoth Nexus
particularly dangerous. Infect on an evasive
creature is a fearsome thing, as there exists no
way in Standard to heal the wounds this creature
inflicts. And because infect kills in 10 damage
instead of 20, any pump spell becomes twice as
deadly. They may as well have given it double
strike.
Okay, if Mishra's Factory is "ridiculous" (Aaron
Forsythe's words, not mine), what exactly does
that make Inkmoth Nexus? You lose the element of
trickery that its Mirran progenitor had, but
it's more than made up for, as not even Mishra's
Factory has the high chance of taking opponents
out of the game in one attack. Poison and
flying are fearsome individually and dominating
together, and when you consider the popularity
of equipment cards, it's clear Inkmoth Nexus is
going to be a powerful and popular card for a
long time to come.
Welcome back readers continuing our countdown
is one of my favorite cards Inkmoth Nexus the
powerful infect land. In standard infect decks
such as mono black infect and the less popular
as of now blue/black variety make tremendous use
of this land, as do Wolf Run decks allowing a
lighting quick kill. Inkmoth Nexus is good in
everything from control decks to aggro infect
decks. In extended and modern the same concept
applies. In eternal formats duel lands rule and
landsd such as this are relegated to seeing
minimal play however legacy infect is
interesting. In vintage no shot. In casual and
multiplayer a slow win condition that plays
perfectly well in poison decks. In limites is a
kind of money card and a colorless beatdown win
condition making it fantastic. Overall the most
powerful infect card and even fits in a variety
of non infect decks earning its spot on the
list.
Today's number nine on the 2011 countdown is
Inkmoth Nexus which is a land that can become a
1/1 Flying artifact creature with Infect at the
cost of one mana each turn. This is a
great card in the vein of Mutavault with a very
different style of play as it is evasive, less
likely to be used defensively, and more oriented
to a specific deck instead of any theme.
Temporary enhancements like a Giant Growth or
even an equipment for the turn work very well on
Inkmoth and it can be very hard for an opponent
to stop without instants. Easily worth
playing four of in an Infect deck unless it is
incredibly mana symbol heavy and will be a
popular card in the format even outside of pure
Infect decks.
For Limited this is a rare case where a Land is
a viable first pick as it can go into any deck
and can attack on the second turn to begin
threatening a poison victory, even if that isn't
your main strategy it can still win without
support. In Sealed this should always be
included in any build without question as there
is no major drawback to running it. The
only risk is possibly being short on a color
land drop, but cards that are very dependent are
generally a bit weaker in the format anyway.
Overall one of the best cards to get in your
opening hand in an otherwise slow set.
Welcome to another Top
10 card of the day here at Pojo.com! Today we
look at Inkmoth Nexus. Inkmoth Nexus is a rare
land that taps to add generic mana to your mana
pool. You may also pay one generic to turn
Inkmoth Nexus into a 1/1 artifact creature with
flying and infect until end of turn.
I was really not a big fan of Inkmoth Nexus
at first, but once I began to see the potential
ways to exploit it. One way to take advantage of
it was with Tempered Steel. Tempered Steel would
make the Inkmoth Nexus a 3/3 with flying and
Infect.
Since the Inkmoth Nexus returns to being a land
at the end of the turn, removal spells are
really hard to use to kill it unless you keep
the mana freed for an instant. And at the time
that this was printed, the main kill spell for
the block was destroy a non-artifact creature,
which doesn’t help out against the Inkmoth
Nexus.
Definitely deserving of its place on the Top 10
cards of the year.
Number nine on out countdown is Inkmoth Nexus.
Personally I think this card should be a little
higher. Since this guy has to be animated,
this gives him the flexibility of attacking and
blocking. Also he can only be killed with
an instant removal spell. The little dude
has flying too so it makes him harder to deal
with. He is used in the Kessig Wolf Run
deck, since the land can target him and the
other major deck I see him in is Tempered Steel.
Those are the two major decks he is in, but
other decks are Tezzeret control and variations
of that. I think this is a great card.
He does have the weakness of being a land, so
Ghost Quarter is the first thing that comes to
mind.