Most of the Card choice revolves around the mana base since this is an extremely land-based deck.
Manabond
- This is the bread and butter of the deck, allowing you to drop an absurd number of lands from your hand directly into play giving you the turn two combo and main focus of the deck.
Treasure Hunt
- Part of the same centered combination as Manabond, I again run four copies of this as it allows me to draw cards until I hit a non-land. I have found that I usually draw between 5-6 lands but have drawn as many as 13 lands with a single
Treasure Hunt
.
Animist's Awakening
- is another way to drop in multiple lands. It has the added benefit of a potential added effect to untaped all of the lands once they are put into play. I usually prefer to use this post
Manabond
+
Treasure Hunt
combo but it can be a nice substitute for a
Manabond
follow up if I don't have a
Treasure Hunt
and draw into this first.
Inkmoth Nexus
- Inkmoth serves as the win condition for this deck. Pumping it up with
Blinkmoth Nexus
,
Cathedral of War
,
Vesuva
(as a copy of Cathedral of War), and
Thespian's Stage
(as a copy of Catehdral of War). I have found that with good hands I can get a turn 3 infect wins if the opponent lacks early flying drops.
Blinkmoth Nexus
- Primarily used as a +1/+1 buff for
Inkmoth Nexus
to decrease the turn count it takes for Inkmoth to end the game. Can be used as a large flying creature in dire situations when no inkmoths are in play.
Cathedral of War
- allow a single
Inkmoth Nexus
to swing for much larger infect damage, also protects other
Inkmoth Nexus
from being targeted by any damage or destroy or remove creature spells as opposed to swinging with multiple creatures and potentially losing all of them. Also more mana efficient.
Vesuva
- Enters as a copy of
Cathedral of War
for the same effect and purpose.
Thespian's Stage
- Turn into a copy of
Cathedral of War
for the same effect and purpose. Can additionally be repurposed if needed for .
Temple of the False God
- Can provide the mana for
Blinkmoth Nexus
and
Thespian's Stage
required to buff
Inkmoth Nexus
, or for the mana to activate
Inkmoth Nexus
itself. This is also good for when casting
Animist's Awakening
and
Ulamog, the Infinite Gyre
.
Rogue's Passage
- Unblockable
Inkmoth Nexus
can make even the reach and flying defenders useless and provide wins against decks which normally would be able to stall for a little bit with blockers. Also can make
Lumbering Falls
or
Ulamog, the Infinite Gyre
unblockable if those become the win-con.
Wasteland
- Extremely valuable card in this deck, if this is pulled as part of your turn two and your opponent has put any non-basic lands into play this can destroy a land before attacking phase potentially protecting
Inkmoth Nexus
from any instants which would be able to target it once it becomes a creature. Also great for removing any pesky lands opponent may be running such as their own copies of
Maze of Ith
.
Tolaria West
- Great land in a tight spot as it allows you to search for the exact land you need using Transmute. Can also be played as a land.
Maze of Ith
- Used to protect against decks which swing with one large creature or have effects which trigger when they damage an opponent. Also useful to slow opponents by forcing them to get multiple creature into play before they can effectively swing for damage.
Crucible of Worlds
- Great way to keep your lands punching if the opponent has a lot of removal they are able to get off against your endless barrage of
Inkmoth Nexus
attacks.
Lumbering Falls
- a perfect backup plan against decks which are successfully getting removal off against
Inkmoth Nexus
. Inkmoth getting targeted too frequently? Switch to a hexproof creature and win by regular damage. Like inkmoth this guy is near impossible to hit with a board wipe due to the fact he is only a creature during my turn and almost all board wipes are sorcery. Doubles as a or mana producing land when not needed as a creature.
Breeding Pool
,
Yavimaya Coast
,
Botanical Sanctum
- Dual mana producing lands (). Just one of any of these in an opening hand can play both
Manabond
and
Treasure Hunt
which are really the only color dependent mana cost in the deck (I would run
Misty Rainforest
and
Tropical Island
but need to draw the line somewhere for cost).
Eye of Ugin
- This is primarily used to either find or quickly cast
Ulamog, the Infinite Gyre
for some target destroy and solid follow up. However, when sideboarding it can also reduce the cost of
Kozilek, Butcher of Truth
to or
All Is Dust
to .
Arch of Orazca
- Once 9 other lands are in play and
Manabond
, or 10 lands this becomes a second draw per turn to amp up the late game land dropping and chances of drawing into another
Treasure Hunt
or
Animist's Awakening
. Additionally can supply prior to Ascend.
Ulamog, the Infinite Gyre
- Ulamog's targeted destroy is good for turning around games where a single permeant in play is acting to stall the deck or prevent me from winning. He is relatively easy to cast in this deck as long as the initial combo was able to be used, as you will usually have enough lands to tap for on the turn following your first
Treasure Hunt
. He can also be called to action with
Eye of Ugin
if needed which is easier to get out with the initial combo,
Crop Rotation
, or
Tolaria West
. Ulamog also acts primarily as an anti-mill/self-mill by shuffling itself and the graveyard back into the deck if you draw too many cards with
Treasure Hunt
's or if your opponent is running a mill deck.