Arlinn Kord: Official Thread

AlveAlve Posts: 167
edited August 1 in Planeswalker Details
Arlinn_I1jpg

managreenpng manaredpng Arlinn Kord

Level 60 mana bonuses: manawhitepng | +3 managreenpng | +3 manaredpng | manablackpng | manabluepng
Level 60 HP: 114
Level 60 max Creatures: 7 Spells: 5 Supports: 5

1: Strength of the Wolf - cost: 6
1 - Target creature you control gets +1/+1, Haste, Trample and Berserker until the end of your turn.
2 - Target creature you control gets +2/+2, Haste, Trample and Berserker until the end of your turn.
3 - Target creature you control gets +3/+3, Haste, Trample and Berserker until the end of your turn.
4 - Target creature you control gets +4/+4, Haste, Trample and Berserker until the end of your turn.

2: Call the Pack - cost: 9
1 - Fetch the next Werewolf in your deck.
2 - Fetch the next Werewolf in your deck and it gains 3 mana.
3 - Fetch the next Werewolf in your deck and it gains 6 mana.
4 - Fetch the next Werewolf in your deck and it gains 9 mana.

3: Touch of the Moon - cost: 12
1 - Each Werewolf you control gets +1/+1, Arlinn Kord Transforms
2 - Each Werewolf you control gets +2/+2, Arlinn Kord Transforms
3 - Each Werewolf you control gets +3/+3, Arlinn Kord Transforms
4 - Each Werewolf you control gets +4/+4, Arlinn Kord Transforms

Arlinn_II1jpg

managreenpng manaredpng Arlinn, Embraced by the Moon
1: Moon's Embrace - cost: 3
1 - Target werewolf transforms.
2 - Target werewolf transforms, gets +1/+1.
3 - Target werewolf transforms, gets +2/+2.
4 - Target werewolf transforms, gets +3/+3.

2: Hunt with the Pack - cost: 12
1 - Summon 1 2/2 Werewolf with Berserker and Trample.
2 - Summon 2 2/2 Werewolves with Berserker and Trample.
3 - Summon 3 2/2 Werewolves with Berserker and Trample.
4 - Summon 4 2/2 Werewolves with Berserker and Trample.

3: Lycanthrophic Frenzy - cost: 18
1 - Each Werewolf you control gets +4/+4, Arlinn Kord Transforms
2 - Each Werewolf you control gets +6/+6, Arlinn Kord Transforms
3 - Each Werewolf you control gets +8/+8, Arlinn Kord Transforms
4 - Each Werewolf you control gets +10/+10, Arlinn Kord Transforms

Cost to Max Level: 160,730 runes

Arlinn_I2jpg Arlinn_II2jpg

Post your decks and tips for this Planeswalker below!
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Comments

  • AlveAlve Posts: 167
    My moderator color is magenta. If I'm not using it, you can safely ignore whatever I say.

    I am a forum moderator, not an employee of D3GO, Hibernum or Demiurge. I can't help you with any game-related problems.
  • SkidooSkidoo Posts: 68 Match Maker
    This is a Budget Build.

    Arlinn is a middling walker, especially for being dual-color, but I have fun playing her. You don't need Rares/Mythics to make her work, though a few key cards won't hurt.

    I build my Arlinn deck around 2 Key Cards - Neglected Heirloom which is an uncommon support and Sage of Ancient Lore which is a rare Werewolf. As I said, you can build an effective Arlinn deck without rares, but the Sage is very helpful because he grows faster than any other Werewolf, so he's usually your heavy hitter.

    KEY CARD: Neglected Heirloom adds a permanent +2/+2 every time a creature transforms. There are several werewolves that Transform back and forth from human to wolf form regularly, including the Sage. I routinely get 3 Werewolves into the double digits this way, while the Sage can often reach into the 20s & 30s.

    CREATURES: I use just 4 creatures that transform every time 0 cards are played and every time 2 cards are played. This happens quite frequently. Arlinn' fourth ability, Moon's Embrace also allows you to transform a target Werewolf for just 3 loyalty.
    Sage of Ancient Lore (R). In most games the Sage will be your heavy hitter because he has his own growth mechanism in addition to the Heirloom.
    Village Messenger (U). The Messenger has the added benefit of Menace in wolf form, which proves useful against creatures w defender/vigilance, allowing him to avoid getting picked off before he has a few turns to grow bigger.
    Gatstaf Arsonists (C).
    Lamboldt Pacifist (U).
    • There are other creatures w the same transformation mechanic, but I use these 4 and don't want to look the others up right now. Just know that there are other choices that combo well w the Heirloom.
    SUPPORTS & SPELLS: After the Heirloom, the next most useful spell/support is Inner Struggle (U) for cheap removal. At a cost of 6, it's at least as useful or moreso than some rare alternatives.

    Beyond these 6 cards, fill your remaining 4 slots w the best Ramp, Removal, Buffs in your collection. Tamiyos Journal is a rare colorless support that helps the Sage grow twice as fast.


    EDIT - Added Tamiyos Journal recommendation.
  • hawkyh1hawkyh1 Posts: 595 Critical Contributor
    I normally only use 1-2 werewolves including village messenger.
    this makes better use of arlinn's 2nd ability. uncaged fury is
    useful.

    HH
  • MonkeynuttsMonkeynutts Posts: 338 Mover and Shaker
    I find if you dont have Olivia and Ulrich shes awful. No evasion.
  • Mainloop25Mainloop25 Posts: 1,124 Chairperson of the Boards
    Yeah unfortunately if you don't have a mythic red Werewolf she's not going to do a lot for you that any other green pw can.
    My "Fun With Cards" Youtube Page Now featuring Swarm Intelligence!
  • GregDreherGregDreher Posts: 42 Just Dropped In
    One thing I've found with Arlinn Kord is you can skimp on removal, since her first ability gives Berserker to one of your creature. But normally, I just play three werewolves, buff them by transforming Arlinn Kord, and win the game (Arlinn, Embraced by the Moon's transform ability ends up being overkill).
  • FalizarFalizar Posts: 58 Match Maker
    http://i.imgur.com/PKyeNco.jpg

    Fun time with Rashmi, Eternities Crafter and Harness the Storm.
  • EZryederEZryeder Posts: 1 Just Dropped In
    My favorite PW. Zada and Cultivator og Blades together are awesome. Throw in Ulrich and a bunch of triggers for Zada. Zada adds to Cultivator who then adds her power to everyone. I have Ulrich bc he adds 4 to Cultivator.
  • NuwishaNuwisha Posts: 20 Just Dropped In
    She was my favorite PW, then the standard thing suck it up!!!
  • GilescloneGilesclone Posts: 266 Mover and Shaker
    She's my go PW for training grounds.  It's great to grab all the red matches before Koth can.
  • CiotogCiotog Posts: 59 Match Maker

    I know this has been discussed in other threads but I don't remember ever seeing an official response.

    Any chance that Arlinn's abilities are going to get re-vamped to account for standard?  Been goofing around with her lately and it would help if any other of her abilities would function.  I'd be happy if just her 3rd ability would trigger without a werewolf on the field.  At least that would open up her token generating ability. I'd be ecstatic if her first ability would grant the werewolf sub-type on top of what it already does. 

  • sjechuasjechua Posts: 49 Just Dropped In
    Not likely, we will probably get the new Samut planeswalker in Red-Green instead
  • DemsuDemsu Posts: 19 Just Dropped In
    All they would need to do is to update her wording. The tutoring ability could fetch any creature, but only give mana to werewolves and wolves. Her ultimate could give non-wolf creatures smaller buff, +2/+2 for example.
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