With just 2 Swords and tons of artifact hate, are inkmoths still good? I must've played at least 30 games with the CFB list but I've yet to have poisoned someone out with it.
I can see it being useful in trying to get a hit in T4 if you played the Sword T3, but if an opponent is representing claim, dismember or bolt, there's no way I'd risk getting timewalked.
With just 2 Swords and tons of artifact hate, are inkmoths still good? I must've played at least 30 games with the CFB list but I've yet to have poisoned someone out with it.
I can see it being useful in trying to get a hit in T4 if you played the Sword T3, but if an opponent is representing claim, dismember or bolt, there's no way I'd risk getting timewalked.
Actually it is really good. Alternate win-con. For example, last week my opponent pulled off the infinite life combo from the soul sisters deck. I didn't concede because I still had inkmoth nexus in play for the win. For the other situations, it is the cheapest manland to be activated and equipped with sword; costing only 4 mana. While the colonnade is very costly at 8 lands just to activate and equip it with the sword. If you want a cheap time walk, Inkmoth is the best when you don't have creatures on the board. Plus the evasion is great.
I wouldnt go as far as to say they are an alt win con. But they are good at getting in another sword trigger which can be really backbreaking against a lot of decks.
I won three games on the back of Inkmoth nexus at the PTQ last weekend. I poisoned out a UB control and a Twin player in Top 8. In the swiss, inkmoth chumped a potentially lethal vengevine so I could swing back with a colonade ftw. I find Inkmoth important mostly due to being an uncounterable creature. When you are stuck in draw go with twin for infi turns then a 10 turn clock is not so bad. It is not the most important card in the deck (or even land) but it is a solid role player. With only 26 lands, I ran 2.
It's quite good. I've won a handful of games off of getting my opponent to 10 poison counters, and they can help by blocking, knicking planeswalkers, carrying equipment etc.
Private Mod Note
():
Rollback Post to RevisionRollBack
Currently playing:
Type 2: UW U/W Stone-Blade (24-4-1 R.I.P.) UW UW Caw-Blade UW UB U/B Control UB GR Valakut Ramp GR
I run 4. why would you not want a manland that doesn't come into play tapped that you can activate for one? You shouldn't be worried about getting color screwed because you have twelve dual lands.
I can see it being useful in trying to get a hit in T4 if you played the Sword T3, but if an opponent is representing claim, dismember or bolt, there's no way I'd risk getting timewalked.
(i will soon be adding 2 swords, and i do run squad hawks)
Standard:
UControlW
RBig RedR
EDH:
UWGRafiq, the ManyUWG
GRWMayael the AnimaGRW
Actually it is really good. Alternate win-con. For example, last week my opponent pulled off the infinite life combo from the soul sisters deck. I didn't concede because I still had inkmoth nexus in play for the win. For the other situations, it is the cheapest manland to be activated and equipped with sword; costing only 4 mana. While the colonnade is very costly at 8 lands just to activate and equip it with the sword. If you want a cheap time walk, Inkmoth is the best when you don't have creatures on the board. Plus the evasion is great.
~~~~~~~~~
Too many to list efficiently. Find me online with the same SN if you want to play, or message me here to set up a time to play.
Modern
~~~~~~~~~
Whatever pile of 75 I throw together the night before without testing. Usually: :symb::symu::symg:
Type 2:
UW U/W Stone-Blade (24-4-1 R.I.P.) UW
UW Caw-Blade UW
UB U/B Control UB
GR Valakut Ramp GR