Arlin and Standard

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Comments

  • blacklotus
    blacklotus Posts: 589 Critical Contributor
    [arNero] said:
    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.
    this will be true if first strike is not bugged and not working properly in v2.1. anxiously waiting for the fix in a future patch.
  • [Deleted User]
    [Deleted User] Posts: 0 Match Maker
    I was annoyed to see that most of her abilities we're now useless because they're specific to Werewolves only, however I have managed to make a cool angry elves deck working with her first ability. It's doing pretty well.
  • arNero
    arNero Posts: 358 Mover and Shaker
    edited May 2017
    blacklotus said:
    this will be true if first strike is not bugged and not working properly in v2.1. anxiously waiting for the fix in a future patch.
    Ah, is that so? Well, while I've run into a few of the 2.1 bugs (such as Jace v1 ultimate freeze and Animist Awakening not working), this first strike bug is something I haven't seen. But anyway, thanks for sharing info. A bit moot for now since I've yet to actually run first strike + Arlinn, but might be important somewhere down the line.

    Speaking of her abilities being moot due to no interaction in Standard, I suddenly thought of something:

    Do you think it'll be a good idea if her ultimate abilities on both forms affect all your creatures instead of just Werewolves? Her transformed 1st ability is also a werewolf-only ability, but the second one can be played in any deck (especially if said deck LOVES tokens one way or another; too bad Anointed Procession is white). Being able to gain access to that ability would be nice.
  • blacklotus
    blacklotus Posts: 589 Critical Contributor
    [arNero] said:
    blacklotus said:
    this will be true if first strike is not bugged and not working properly in v2.1. anxiously waiting for the fix in a future patch.
    Ah, is that so? Well, while I've run into a few of the 2.1 bugs (such as Jace v1 ultimate freeze and Animist Awakening not working), this first strike bug is something I haven't seen. But anyway, thanks for sharing info. A bit moot for now since I've yet to actually run first strike + Arlinn, but might be important somewhere down the line.
    You can check out the bugs subforum here for the latest news on v2.1 bugs. It is very informative. 
  • hawkyh1
    hawkyh1 Posts: 780 Critical Contributor
    edited May 2017
    [arNero] said:
    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.
    this will be true if first strike is not bugged and not working properly in v2.1. anxiously waiting for the fix in a future patch.

    I use cultivator of blades + arlinn's 1st ability to
    soak up some of the damage to my creature
    from using berserker.

    (cultivator of blades + reckless bushwhacker
    deals a good amount of damage for 17 mana)

    HH