Arlin and Standard
Black Rabbit of Inle
Posts: 4 Just Dropped In
Soooo
Can i get a refund?
Seriously she is now pretty useless with the exception of that one skill that makes them.
As a mostly ftp player that's a lot to drop on a dual colour planeswalker that can't actually do a lot in the new system.
And yeah she can play non standard but I thought things were supposed to be balanced?
Can i get a refund?
Seriously she is now pretty useless with the exception of that one skill that makes them.
As a mostly ftp player that's a lot to drop on a dual colour planeswalker that can't actually do a lot in the new system.
And yeah she can play non standard but I thought things were supposed to be balanced?
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Comments
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Sadly, since I didn't get Ulrich when he was up for sale, I've found less and less use for Arlinn, myself. I have no idea (since i haven't kept up with paper Magic in ages) what's in store after this expansion, but yeah, it would be nice if werewolves showed up again to make HER useful again.
Meanwhile she's taking a big back seat to the others.1 -
Black Rabbit of Inle said:Soooo
Can i get a refund?2 -
Sadly there are others that don't have "generic" abilities or affect creature types that always show up Lil is always gonna be happy. But without energiser creatures then Chandra is going to be pretty woeful in time as well...0
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I used Arlinn on green node for ToA. She went perfect for all objectives.
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I'm sure with good cards she can... as any planeswalker could. But I bet another generic skill planeswalker would have done it better?0
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Azerack said:Sadly, since I didn't get Ulrich when he was up for sale, I've found less and less use for Arlinn, myself. I have no idea (since i haven't kept up with paper Magic in ages) what's in store after this expansion, but yeah, it would be nice if werewolves showed up again to make HER useful again.
Meanwhile she's taking a big back seat to the others.
Arlinn could have a full toolbox again if her skills that care about werewolves were expanded to wolves and humans too.6 -
wereotter said:Azerack said:Sadly, since I didn't get Ulrich when he was up for sale, I've found less and less use for Arlinn, myself. I have no idea (since i haven't kept up with paper Magic in ages) what's in store after this expansion, but yeah, it would be nice if werewolves showed up again to make HER useful again.
Meanwhile she's taking a big back seat to the others.
Arlinn could have a full toolbox again if her skills that care about werewolves were expanded to wolves and humans too.0 -
It's always surprising to me how much people can overlook. If you prefer to ignore Arlinn so be it. Others can take proper advantage.0
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James13 said:It's always surprising to me how much people can overlook. If you prefer to ignore Arlinn so be it. Others can take proper advantage.She's still good, but it would be like playing Kiora without the ability to fetch creatures or pop out octopus tokens.0
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i used her in the last event. the color combo is still very strong. and her 1.1 ability is great as removal (even better with enraged mode).
If they made her last ability a little cheaper, and let her flip WITHOUT a werewolf on the board, she'd be perfect. or at least let it trigger on wolves (i think triggering on humans would be a little too strong). i'd hate to keep a token wolf in there, but that wouldn't be the worst.0 -
Yvendros said:i used her in the last event. the color combo is still very strong. and her 1.1 ability is great as removal (even better with enraged mode).
If they made her last ability a little cheaper, and let her flip WITHOUT a werewolf on the board, she'd be perfect. or at least let it trigger on wolves (i think triggering on humans would be a little too strong). i'd hate to keep a token wolf in there, but that wouldn't be the worst.0 -
Humans are actually the most common tribe in the history of Magic. Around 2003, Wizards revised thousands of creature cards, giving them errata which wasn't printed on the paper cards. So hundreds of cards from the early set, even ones that didn't explicitly say 'human' officially have the Human subtype. Most of these make sense (example, Prodigal Sorcerer). Some of them not so much (Example, Pirate Ship).
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While she is sub-optimal without werewolves, she does remain the only red/green planeswalker.
There is usefulness there, and she enables card combinations and decks that no other walker can do.3 -
octal9 said:I used Arlinn on green node for ToA. She went perfect for all objectives0
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Good colour combo and solid first ability. Used her in the recent event and went pretty well. She is still viable but certainly ymmv0
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I like this kind of conversation. And since I'm not THAT happy with either of the Nissa's at this moment, it sounds like I have something else to try out for Green.
Sounds promising and I'm glad I kept watching this thread for replies.0 -
I ran her on my husband's account this morning because he had not leveled up any other green PW except Kiora and I used her on blue. I was at first very discouraged because my first thought was, "How is this going to work when all of her abilities are for werewolves?", but I put together a deck that with the first ability of hers really rocked. Unfortunately, I don't have the same cards he does on my account so she flat out sucks but luckily I have Wonder Twin Nissa.
She is very powerful with that first ability and the right cards. Her mana bonuses work well against the serious lack of mana cascades you are given vs the AI in these events so it makes it worth trying to play her if you have the right combo of standard cards. Which I don't because the dupe demon has been riding me like the tea cup ride at Disney World for the last 8 months. I'll just use her on the hubby's account.2 -
Something I feel people are missing here is that in Standard, the Red combo sets her ahead of other green planeswalkers (besides Kiora, perhaps). Her and AJ2 have the best spell-based removal available to Green walkers, and Arlinn gets the bonus of being able to use Demolish for the plethora of Hixus we're now seeing.
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I agree that Arlinn's problem right now is that she only has 1 usable ability, but I support the notion that the fact she's currently the ONLY red/green walker in town is a big bonus. Remember that in Standard, mono-green has ZERO direct removal spell (Scour From Existence was one, but it was taken out, and Great Aurora hurts you as well), so having things like Unlicensed Disintegration or Chandra's Ignition is an upside no matter what.
Also, berserker+trample is a bloody scary combination with first strike; I imagine someone running her with Lightning Runner and moping the floor with that.
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[arNero] said:Also, berserker+trample is a bloody scary combination with first strike; I imagine someone running her with Lightning Runner and moping the floor with that.0
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