Yes you are correct in your scenario (and most scenarios).
The only situation where you can't tap inkmoth nexus for mana is if you're animating a freshly played inkmoth nexus (to block for example) and your opponent lets the ability resolve and then taps it down with a deceiver exarch. You cannot then tap it for mana because it is now a creature with summoning sickness.
Although I'm not playing wild defiance anymore, the following interaction has happened before with wild defiance in play:
Path my own blighted agent holding priority, apostle's blessing the blighted agent giving it protection from white. Still get two +3/+3 triggers, path gets countered, and attack for lethal.
For the Jeskai Control match up, as you said the only creature that survive the Supreme Verdict is Inkmoth Nexus. Yes they can destroy it with tectonic edge, but they probably can't deal with 3 or 4 Inkmoth. Hence, adding Sylvan Scrying to fetch for Inkmoth as a sideboard option might do the trick.
You can also hold on to lands and never play your 4th land to get around tech edge.
Hey all, new infect player still... a question on sequencing.
Say your opening hand has Inkmoth Nexus as the only Infect creature,and Noble Hierarch with land to play the Hierarch on T1.
Is the appropriate turn Inkmoth and pass? Or is it Land, Hierarch, pass, and T2 inkmoth?
I would play hierarch first.
1) inkmoth first lets you attack for 1 infect on turn 2 with no protection, getting you barely closer to winning. I wouldn't even attack with a naked inkmoth into open mana.
2) 3 mana on turn 2 enables something like drawing two +4+4 pumps on t2/t3 to swing for the win or even just drawing a wild defiance/monastery siege
3) it hides what you're playing and it will likely eat a removal spell if they have one
# Counterspells - Anywhere from 4-6 could be correct.
# Removal - 2 or 3 Paths?
# Wild Defiance - I have been liking 2, but 3 seems pretty nice to have access to.
I'm not completely sold on path. You essentially only have 9 lands (and 4 hierarchs) that can give white mana to cast it. There will be many hands where you don't have white mana at all and you'll be stuck with a path. Alternatively, dismember (although costs life) can be cast with even inkmoth nexus.
Hold onto a mutagenic growth or pendalhaven to save your creatures if you see/suspect Orzhov Pontiff.
If you're not killing them that turn you don't always have to use all your pump for offense.
My experience has been that land management can get very awkward with groundswell in your list since you want to save your fetches just in case you draw one but then you end up taking too much damage from fetching a shockland on your turn. Especially if you are running Dryad Arbors main, there's a lot of tension with your fetchlands. If the allure is to pump in response to a bolt or anger, then Giant Growth is actually playable in that sense.
While I'm here, if someone blows up my Wild Defiance in response to a targeted spell, do I still get the +3, +3 once the Defiance is gone? I would say I do, since the creature has already been targeted and the trigger is on the stack, but I'm a little iffy with the specific rules regarding a trigger's source while on the stack, etc. Does a trigger check for a source only when that source is explicitly referenced by the trigger?
You still get the +3/+3 since the trigger is already on the stack.
For next time:
Considering switching to BUG. Something like -1 Probe, +1 Sleight of Hand, -1 Ichorclaw Myr, -2 Distortion Strike, +3 Plague Stinger, -1 Breeding Pool, +1 Overgrown Tomb, -2 Dispel, -1 Carrion Call, +2 Inquisition of Kozilek, +1 Duress as that's what I have for now. Thoughts?
Have you considered a white splash instead?
Advantages: noble hierarch taps for white, path to exile is way better removal than dismember, the best sideboard cards.
Disadvantages: no discard and plague stinger. But you do get Lost Leonin which I think is much better than Ichorclaw Myr.
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http://hardcast.libsyn.com/hardcast-episode-37-infected-meat-hooks
The only situation where you can't tap inkmoth nexus for mana is if you're animating a freshly played inkmoth nexus (to block for example) and your opponent lets the ability resolve and then taps it down with a deceiver exarch. You cannot then tap it for mana because it is now a creature with summoning sickness.
Yeah, root maze is especially brutal since we play fetchlands.
Path my own blighted agent holding priority, apostle's blessing the blighted agent giving it protection from white. Still get two +3/+3 triggers, path gets countered, and attack for lethal.
You can also hold on to lands and never play your 4th land to get around tech edge.
I would play hierarch first.
1) inkmoth first lets you attack for 1 infect on turn 2 with no protection, getting you barely closer to winning. I wouldn't even attack with a naked inkmoth into open mana.
2) 3 mana on turn 2 enables something like drawing two +4+4 pumps on t2/t3 to swing for the win or even just drawing a wild defiance/monastery siege
3) it hides what you're playing and it will likely eat a removal spell if they have one
I'm not completely sold on path. You essentially only have 9 lands (and 4 hierarchs) that can give white mana to cast it. There will be many hands where you don't have white mana at all and you'll be stuck with a path. Alternatively, dismember (although costs life) can be cast with even inkmoth nexus.
Path is also a bit of a nonbo with spell pierce.
Maindeck divide between regular damage and infect just seems like a bad idea.
If you're not killing them that turn you don't always have to use all your pump for offense.
You still get the +3/+3 since the trigger is already on the stack.
Have you considered a white splash instead?
Advantages: noble hierarch taps for white, path to exile is way better removal than dismember, the best sideboard cards.
Disadvantages: no discard and plague stinger. But you do get Lost Leonin which I think is much better than Ichorclaw Myr.