Arlinn Kord, abilities not synergising

andrewvanmarle
andrewvanmarle Posts: 978 Critical Contributor
I've'played Arlin a while now at level 50+ and especially compared to her compatriots Jace 2 and sorin, she comes up severely lacking.

Her powers are nice in concept but don't'synergise well and the order isnt logical.

Arlinn Kord at 60:

Health 114

Strength of Wolf (6): Target creature you control gets +4/+4, haste, trample, and berserker until end of turn
Call the Pack (9): Fetch next werewolf in your deck. It gains 9 mana (!!!! nerf inc)
Touch of the moon (12): Each werewolf you control gets +4/+4, and Arlinn Transforms

Transformed skills:
Moon's Embrace (3): target werewolf transforms and gains +3/+3
Hunt with the Pack (12): Summon 4 2/2 werewolves tokens with Berserker and Trample
Lycanthropic Frenzy (18): Each werewolf you control gets +10/+10. Arlinn Transforms

Since she only buffs a single creature type, she's'severyly limited in her deck choices so her buffs should rflect that (even if wolves are added to the affected creature types)

I think hunt with the pack and Call the pack should be switched out:
Creature space is limited and when you reacht hunt with the pack now, you'll' have saved 24 loyalty, by that time all the slots should be full.
Also, why dont the werewolf tokens transform?


Touch of the moon and lycathropic frenzy: you put down 30 loyalty for +14/+14 across the board ad doing so will require at least two turns to get there. (so no saving up and putting down creatures at the last moment)

Wouldnt it be nicer to have them put down a support each that work off each other? (like sorins tow last do and like Jaces two last do?)

Something like one making a werewof flip when it damages a player (or attacks) and the second giving extra stats to all creatures when a werewolf flips?


It's'allready hard enough to manage the creature slots with werewolves taking up more space, but getting a big hitter out there is super tough with arlinn.

Ideas?