Lands that become creatures have always been in
high demand, because they evade sorcery-speed
removal, act as a win condition without taking
up a spell slot in your deck, and provide you
with something productive to do with your mana
when you run out of cards in hand. Man-lands
with cheap activation costs are all the better,
and Inkmoth Nexus's activation cost is about as
low as it gets. In addition, Inkmoth Nexus
becomes a creature with flying, which allows it
to dodge blockers, and infect, effectively
doubling its offensive power when getting
through unblocked and allowing it to permanently
cripple any creature it tangles with. The main
downside is that it's a 1/1-- any combat
whatsoever, and unless you have a Vines of
Vastwood or Withstand Death and you've lost a
land. Red removal needs only to sneeze on it to
kill it, and even green has a shot at swatting
it down, what with it being both a creature with
flying and an artifact, even if you don't
consider land destruction spells. But still,
sneak in a poison counter here and there
wherever you can.
Creature lands have traditionally been the
control deck's worst nightmare. Treetop Village
dominated competitive and kitchen table play
alike, Worldwake's quintet has found widespread
acceptance, and now the infect deck has one to
call its very own. With evasion, a cheap
activation cost, and a significant threat to
your opponent, the only thing really wrong with
Inkmoth Nexus is how often you'll be seeing it
if infect becomes popular. Be prepared.
Welcome back readers today’s card of the day is
Inkmoth Neuxus the infected version of Blinkmoth
Nexus and one of the most sought after cards in
Mirrodin Besieged. The ability to kill a player
using a land is nothing new man lands such as
Mishra’s factory have been around forever this
one is unique because for all intents and
purposes it becomes a 2/2 flyer. In standard I
can predict this card being another win
condition for control decks, or the tool infect
decks need to take off as well as
combining well with the new Tezzerett. In
extended and eternal once again control deck may
be interested although mana bases are tight as
is. In casual and multiplayer this card is
amazing it gives players the poison counters you
need to proliferate for the win or finish off
opponents or to chump block. In limited this is
a money card and compliments poison strategies
well if your into poison or can take
players down as it is evasive, I would pick it
highly or hate draft it. Overall a powerful card
and one of the chase cards of the set.
Today's card of the day 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
installment of Infect week here on pojo.com.
Today’s card is Inkmoth Nexus. This handy land
can either give you generic mana, or turn into a
1/1 flying infect creature.
As with other cards that become creatures and remain lands, it is
easy to avoid mass wipeout spells, such as Day
of Judgment. I know the popularity of this card
is through the roof, but I am just not buying
into the hype.
In standard, it is a decent way of getting in an extra point
of infect when needed, and can dodge those
aforementioned mass wipeouts. Other than that, I
just feel that this card is not as great as it
would seem. In terms of that “extra damage,” I
feel that just getting out some better offensive
creatures would be better, but in standard, this
guy still works.
Once we get into older styles, this card seems to me just about
useless. Why waste time with the land creature
when for that extra point of damage you could be
employing Soul’s Fire’s and Pandemonium’s to get
in that extra poison counter.
Again, I know that there are people absolutely tripping over
themselves to get this thing, but I would not be
one of them.