Arlinn Kord Deckbuilding Challenge thread

Hibernum_JC
Hibernum_JC Posts: 318 Mover and Shaker
Post your decks here!

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  • Ultimadan
    Ultimadan Posts: 23 Just Dropped In
    Arlinn Lv60
    Creatures:3
    Ulrich of the Krallenhorde
    Geier Reach Bandit
    Olivia, Mobilized for War

    Spells: 5
    Seasons Past
    Inner Struggle
    Devils Playground
    Uncaged Fury
    Haunted Cloak

    Supports:2
    Harness the Storm
    Fevered Visions

    The main force of the deck is the 2 werewolves which can be searched through Arlinns 2nd ability if you don't draw into them. Backing them up is Olivia who is deadly in her own right and Harness the Storm which will recycle all your cheap spells. The spells are often cheap enough that you can cast 2 in a single turn, allowing you to freely flip Ulrich back and forth to get the most out of both of his abilities. Fevered Visions helps you find key cards while also slowly burning away at the opponents life so you an finish them with a well timed Uncaged Fury. The only spell costing more than 6 mana is Seasons Past but often the 15 gem conversion will help pay for itself whilst also further recycling your cards and possibly leading to even more cascades. Your main forms of creature removal in this deck will be Inner Struggle and Ulrichs flip ability and between them you should be able to deal with most things the enemy can throw at you. If worst comes to the worst, Arlinn can turn one of your creatures into a berserker for a turn with her first ability or Haunted Cloak can force a battle between creatures.
  • mingninja
    mingninja Posts: 21 Just Dropped In
    Detail - The deck build around these theory
    1.AI will use 1st ability the most and sometime 2nd. Arlinn first ability is to make creatures berserker and trample. Nice for trading strategy.
    2.The deck for each Planeswalker must also contain only cards of the expansion it came in. It suppose to face the deck in the same condition.
    3.Normally Arlinn won't flip. I face her a hundred times and she flip only twice.


    Early Game (Planeswalker levels 1 to 40, build using level 1 restrictions) deck by RungsitX
    Only commons and uncommons.

    Village Messenger
    Breakneck Rider
    Lashweed Lurker
    Runaway Carriage

    Weirding Wood
    Neglected Hairloom
    Howlpack Resurgence

    Might Beyond Reason
    Murderer's Axe
    Inner Struggle

    Mid Game (Planeswalker levels 40 to 60, build using level 40 restrictions) deck by RungsitX
    Mostly uncommons, rares, and 1 Mythic maximum.
    Ulvenwald Hydra
    Drownyard Temple
    Tamiyo's Journal
    Fevered Visions
    Corrupted Grafstone
    Inner Struggle
    Devil's Playground
    Scourge Wolf
    Sage of Ancient Lore
    Uncaged Fury

    End Game (Planeswalker level 60, build using level 60 restrictions) deck by ThaiGuy
    Go nuts! No restrictions, but must be a top-tier deck.
    Olivia, Mobilized for War
    Ulrich of the Krallenhorde
    Ulvenwald Hydra
    Nahiri's Wrath
    Drownyard Temple
    Tamiyo's Journal
    Fevered Visions
    Corrupted Grafstone
    Inner Struggle
    Scourge Wolf
  • hawkyh1
    hawkyh1 Posts: 780 Critical Contributor
    edited February 2017
    turn to grow
    common and uncommon
    creatures

    village messenger - haste and possibly menace
    kessig prowler - possibly menace
    foul emissary - helps with getting a werewolf card into your hand
    and use with reclaim to play that creature card. should be the 1st
    creature cast when available
    mockery of nature

    spells

    malevolent whispers
    reclaim
    uncaged fury

    support

    neglected heirloom - gets werewolves bigger
    ulvenwald mysteries
    magnifying glass

    strategy and combos

    overall strategy is to get werewolves bigger by way of neglected
    heirloom buffs. trigger more transforms and hence buffs by casting
    2 or 0 cards on your turn.

    malevolent whispers + reclaim - use to kill opponent creatures
    and gain mana for doing so :) .
    foul emissary + reclaim + ulvenwald mysteries(in play) - use
    reclaim on foul emissary to create eldrazi horror + clue +
    1/1 soldier token(which can reclaim for an additional 12 mana
    when needed)

    HH
  • Nitymp
    Nitymp Posts: 320 Mover and Shaker
    Arlinn Kord (Level 60)

    Creatures
    Geier Reach Bandit
    Ulrich of the Krallenhorde
    Olivia, Mobilized for War

    Spells
    Uncaged Fury
    Inner Struggle
    Seasons Past

    Supports
    Drownyard Temple
    Tamiyo's Journal
    Howlpack Resurgence
    Fevered Visions


    Werewolves (+ Olivia)! Bandit and Ulrich can be fetched using Arlinn's second ability, which makes them very cheap to cast. Olivia is in there for lifelink reasons and making your werewolves fly! Inner Struggle and Ulrich (when he flips) can be used as removal, with Howlpack Resurgence giving trample to help against those pesky defenders you might come up against. Uncaged Fury can help with a finishing blow or can be used to clear a defender without losing a creature. Seasons past is excellent ramp and can bring your werewolves (or Olivia) back from the dead. Drownyard Temple helps with mana and Tamiyo's Journal and Fevered Visions helps with card draw, as well as Fevered Visions helping to whittle the opponent down further.
  • span_argoman
    span_argoman Posts: 751 Critical Contributor
    Arlinn Kord

    Level 1
    Kessig Prowler
    Village Messenger
    Breakneck Rider
    Runaway Carriage
    Neglected Heirloom
    Howlpack Resurgence
    Vessel of Volatility
    Uncaged Fury
    Inner Struggle
    Lightning Axe

    Deck playstyle
    At level 1 you have no abilities but Arlinn starts off with 6/5/5 creatures/spells/supports which is much more flexible than most other planeswalkers at the same level. Arlinn starts off with good mana gains with her main colours having +3/+2 (Red/Green) in mana bonus. She also has a solid selection of creatures and spells from both Red and Green.

    Neglected Heirloom helps boost the various Transform creatures in the deck whereas Howlpack Resurgence boosts the Werewolves in your deck. Inner Struggle and Lightning Axe work as creature removal whereas Uncaged Fury works as a damage boost to help close out the game.


    Level 40
    Ulrich of the Krallenhorde
    Kessig Prowler
    Village Messenger
    Drownyard Temple
    Cryptolith Rite
    Tamiyo's Journal
    Fevered Visions
    Devil's Playground
    Uncaged Fury
    Inner Struggle

    Deck playstyle
    At level 40 you gain access to your planeswalker abilities and increased mana gains. For Arlinn this is a whole suite of abilities as she has different abilities for her Human and Werewolf form. The way to benefit from the bulk of them is to include Werewolves into your deck.

    Drownyard Temple and Cryptolith Rite will help as ramp as the latter converts gems to Green when you attack. Fevered Visions and Tamiyo's Journal work as draw to provide access to the cards you need.

    Creature removal comes in the form of Inner Struggle and Ulrich's Werewolf form's ability. If you have Transformed Arlinn, you can use her Werewolf form's first ability to Transform Ulrich at the right times to keep your opponent's board clear of creatures.

    Notable cards/combos
    Ulrich of the Krallenhorde: This Werewolf play two roles well thanks to the respective abilities of his Human and Werewolf form. The Human form gives a +4/+4 when entering the board or transforming to this form which helps you dish out more damage to the opponent. The Werewolf form deals damage to the opponent's first creature equal to this creature's power which usually assures the demise of said creature. If it doesn't, it at least sets up for Inner Struggle to finish off the creature. Very strong addition to a deck.


    Level 60
    Olivia, Mobilized for War
    Ulrich of the Krallenhorde
    Geier Reach Bandit
    Kessig Prowler
    Drownyard Temple
    Tamiyo's Journal
    Fevered Visions
    Seasons Past
    Uncaged Fury
    Inner Struggle

    Deck playstyle
    At level 60, you gain access to your planeswalker's full potential. For Arlinn, this means focusing on Werewolves.

    Geier Reach Bandit, Ulrich and Olivia make up the heavy hitters of your deck. Kessig Prowler works as a medium-sized creature to soak up creature removal and also as an additional Werewolf to benefit from Geier Reach Bandit and Arlinn's abilities.

    Tamiyo's Journal and Fevered Visions work as draw whereas Drownyard Temple and Seasons Past work as ramp. Uncaged Fury provides a nice damage boost to close out the game more quickly.

    Creature removal comes in the form of Inner Struggle and Ulrich's Werewolf form's ability. If you have Transformed Arlinn, you can use her Werewolf form's first ability to Transform Ulrich at the right times to keep your opponent's board clear of creatures.

    Notable cards/combos
    Olivia, Mobilized for War: Olivia is a massively strong creature because of her ability to grant your creatures Life Link, Flying, Haste and +3/+3 at the cost of discarding a card. With your creatures having Life Link, the opponent needs to deal twice the damage to you in order to be on par on damage. Her abilities also work on tokens which makes your token summoners that much stronger if you have the card draw to support it.
    Ulrich of the Krallenhorde: This Werewolf play two roles well thanks to the respective abilities of his Human and Werewolf form. The Human form gives a +4/+4 when entering the board or transforming to this form which helps you dish out more damage to the opponent. The Werewolf form deals damage to the opponent's first creature equal to this creature's power which usually assures the demise of said creature. If it doesn't, it at least sets up for Inner Struggle to finish off the creature. Very strong addition to a deck.
    Geier Reach Bandit: Geier Reach Bandit is a really strong booster for Werewolves. Your Werewolves gain +2/+2 and Haste. When Transformed, Geier Reach Bandit gives them +3/+3, Haste and Transform instead, making your Werewolves all the more potent the moment they hit the board. It's a sweet bonus when your Ulrich enters the board, buffs your first creature by +4/+4, then Transforms immediately to take out the opponent's first creature.
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